So as I mentioned in the last post I’m trying to fix the balance for taking human vs. non-human characters. This was always a bit iffy in many AD&D games because there was rarely a downside for playing a demi-human. Many campaigns never reached the level caps and of those that did, they often seemed to ignore them or have rather easy ways to sidestep them.
I’m generally happy with what I’ve done with Demihumans and Darklings (Half-breeds of Goblins, Ogres, and Trolls) and Shadowkin (the creatures of the Shadowlands) so I don’t want to mess with them particularly. Yes, they are significantly more powerful than they are in standard AD&D, but they’ve been that way for years now and I don’t think the change in engine really makes this a game breaker.
What I do have to do, in a game without skills, is find a way to boost up regular humans into something that is attractive beyond simply being the most predominant race that advances the quickest via XP. My current model for this is using secondary skills/professions and linking them to additional abilities or skills and having this be a human only benefit. This could range anywhere from allowing a initial dual-class, to additional weapon proficiencies, to tracking ability, to any number of isolated special skills for various character classes.