(1). Race (Elf, Dwarf, Halfling) as a class? Yes or no?
In general I prefer to have the race separate from the class. Usually this is because there are some benefits for doing so, but even in cases where there is no mechanical benefit I like being able to talk about my elvish wizard or my dwarven cleric. I like the racial distinction in my game as it's one more way for my character to be differentiated.
|Of course we have souls!|
(2). Do demi-humans have souls?
I believe that all sentient beings have souls outside of my game so it should not come as too great a surprise to find out that I feel the same about them in my game.
(3). Ascending or descending armor class?
I prefer the ascending armor class for its ease with new players. Descending armor classes tend to take a bit of time to adjust to when you're first learning about armor classes; and with the game being so difficult to learn anything that makes the process simpler for new players is some thing that I'm very much in favor of doing.
(4). Demi-human level limits?
I don't in general like level limits, but I have no problem with running a system as it was originally written.
(5). Should thief be a class?
Yes, and I prefer the term thief to rogue and its analogous classes from third and fourth edition.
(6). Do characters get non-weapon skills?
I don't really like skills period. I've found that the use of skills tends to limit a player's ability to think on their feet. Forget that bull, use ability checks instead.
(7). Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?
In second edition magic-users became ungodly powerful once they could cast eighth level spells, but in the third era, where I tend to play most often, magic-users are only as powerful as the player. A smart 20th level fighter can still kill a 20th level wizard without too much effort. It all depends on how you build the characters and how you play. In fourth edition all the classes are essentially the same from first level on.
(8). Do you use alignment languages?
I prefer to use the alignment languages along the Law/Neutral/Chaos axis as my games tend to borrow heavily from the Warhammer Fantasy Role Play storyline. Though there have been occasions when I use the full nine alignment languages but it tends to just over complicate the games language mechanics and that blows for everybody.
(9). XP for gold, or XP for objectives (thieves disarming traps, etc...)?
I tend to award experience points for both treasure and objectives, as well as, role playing, inventive thinking, and inventive solutions to problems.
(10). Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E ADD, 4E ADD, Next ?
My personal favorite that I have played is third era, but I really like Advanced and Second too. Fourth was okay but I didn't get to do more than kick the tires.
Bonus Question: Unified XP level tables or individual XP level tables for each class?
Personally I like the Unified experience level tables as opposed to the individual tables, but I'm fine with each.