1. Race (Elf, Dwarf, Halfling) as a class? Yes or no?
I run in three modes: AD&D 1e is my chief pick, OSRIC for "basic" play (it can be run by the book) or Labyrinth Lord for those who haven't yet sold their soul.
I love the idea of race-as-class and as a player often emulate it when I play AD&D e.g. the Elf Fighter/Magic-User, or the Melnibonéan (i.e. a half-elf Fighter/Magic-User/Cleric).
2. Do demi-humans have souls?
By the book. Elves don't. Others do.
3. Ascending or descending armor class?
4. Demi-human level limits?
By the book.
5. Should thief be a class?
Absolutely. A fun class to play on par with the low-level Magic-User. The thinking man's class.
6. Do characters get non-weapon skills?
Nope. Upon my return to gaming I started a 2e campaign with the full kit and caboodle. The only non-weapon proficiency that people used was Appraisal.
7. Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?
Never thought about it in those terms but...
- A successful party needs both.
- Low-level MUs are the most fun class to play. You get to be smart and scared.
- Fighters should love to have high-level MUs in the party. Play is tense and unrelenting until the time is right and then the MU pulls the pin.
8. Do you use alignment languages?
Not generally although I do include them on the character sheets. If alignment is a salient feature of the campaign world (e.g. Greyhawk) then absolutely yes.
9. XP for gold, or XP for objectives (thieves disarming traps, etc...)?
XP for gold, all the way. Maybe an objective bonus if I feel like throwing in a gratuity. Usually not.
10. Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E ADD, 4E ADD, Next ?
- It has that occult flavour introduced by Eldritch Wizardry.
- It has a "fat" set of rules to improvise, interpret and apply while still actually being simple.
- It's not as everything-turned-up-to-11 as the latest current edition.