I think a “one-stop shop” adventuring party kit, from which you can build a diverse group of characters, is going to have broader appeal here than dividing kits up by species, gender, or class. Even if it means more generic detailing, it will offer something noone else does.
The archetypal humans, elves, orcs, and variants thereof that populate most RPGs vary in build as much by class as they do by species: head options aplenty can differentiate them with the same bodies. Hand/arm/weapon/accessory options will be more limited in customizability by what “class” clothing they are depicted with than their proportions, so it may be worth fixing the upper or whole arm to the body to ensure clothing compatibility: parting the hand and possibly lower arm off with the weapon or accessory.
Male and female models of the same archetype will use all of the same equipment, so a one-stop shop adventuring party kit could cover all of the above with:
– Multiple head options for masculine and feminine humans, elves, orcs.
– Masc & femme bodies in robes (mages, priests, scribes).
– Masc & femme bodies in wilderness clothes (barbarians, rangers, druids).
– Masc & femme bodies in armor (fighters, knights, paladins).
– Masc & femme bodies in street clothes (bards, rogues, swashbucklers).
– All the hands, weapons, and accessories you can dream up.
Dwarves, and halflings/gnomes are a little trickier, since their statures are so different they can’t share body options with the others. You could probably get away with only armored and unarmored dwarves, and only unarmored halflings/gnomes, differentiating “class” with the same headgear and accessory options the humans/elves/orcs already use. Sufficiently armored bodies could be unisex to save space on the sprue, but unisex doesn’t mean “male” here, it means “too thickly-armored and -padded to tell.”
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