The Mul: A half-human, half-dwarf race from Dark Sun
I have been working on adapting the Mul from AD&D 2e's Dark Sun into my general AD&D 1e campaign to coincide with the deletion of gnomes (they deserve it). I chose to not simply take them 1:1 since even the dwarf has different mechanics in Dark Sun. I took into consideration what the dwarf is good at, as well as how the half-elf and elf relate, and tried to model it in the same way.
What I'd like is opinions from people with experience in the pre-WotC editions of D&D that are pre-disposed to picking demi-humans on whether the mul is something they'd pick.
Note that the Runecaster is a Fighter subclass from a 2e supplement that I've ported back and the Occultist is a personal creation that combines the cleric and magic-user with additional abilities in the way that the 1e bard does with the fighter and thief.
- Requires Strength 8 and Constitution 6
- Gains +1 to Strength and -1 to Charisma
- Gains +1 to poison saves per 4 points of Constitution
- Can detect certain aspects of stonework within 10'
- At 30%, detects grade/slope, new construction/passage, moving walls/rooms
- At 25%, detects traps relating to pits, falling blocks, etc. as well as approximate depth underground
- Thief adjustments as follows
- -5 to Open Locks and Read Languages
- +5 to Move Silently and Climb Walls
- Infravision 60'
- May qualify and check for psionic ability per the PHB Appendix 1
- Classes Allowed (Level Limit), with dwarf for comparison
- Cleric (U), 6* for dwarf
- Druid (6), NA for dwarf
- Fighter (8), 7* for dwarf
- Runecaster (9*), U for dwarf
- Thief (U), 10 for dwarf
- Can qualify for Occultist, NA for dwarf
* Having a prime requisite of 17 or 18 will increase this limit by 1 or 2 levels, respectively.
- Cleric (U), 6* for dwarf