
References are on the main FFARR website, in the description of jobs. Basically, all jobs are supposed to be an ancient lost art that almost nobody can use.
This is the result of the storyline being planned as a singleplayer game: there, you don't have to worry about having thousands of player characters sharing space and all of them being masters of some ancient art that is canonically lost. It's a segregation between gameplay and story caused by poor planning.
You can get away from it in a non-roleplaying enviorement because, there, player made backgrounds don't matter at all. Only the game story matters and, as far as the game's story is concerned, the player character is a single one.
Not so in roleplay, though: if the game mechanically allows you to be a Dragoon, a White Mage or a male Miqo'te, then every player has a right to use it in their background.
Half-breeds, though, aren't supported mechanically. Hence why I think it's best not to make one. There are also other important consideration, that I think Freelance mentioned somewhere before: what does being a half-breed achieve story-wise or character-wise that other, more common trait wouldn't?.
We could handwave rarity of jobs and races with Asyria's way: saying that all Player Characters represent rare individuals. That pretty much nullifies all rarity we can find in Player Characters because they are all supposed to be special individuals. I agree with this to some extent, though I think a character's 'special-ness' depends enterely on the player creating him.
This is the result of the storyline being planned as a singleplayer game: there, you don't have to worry about having thousands of player characters sharing space and all of them being masters of some ancient art that is canonically lost. It's a segregation between gameplay and story caused by poor planning.
You can get away from it in a non-roleplaying enviorement because, there, player made backgrounds don't matter at all. Only the game story matters and, as far as the game's story is concerned, the player character is a single one.
Not so in roleplay, though: if the game mechanically allows you to be a Dragoon, a White Mage or a male Miqo'te, then every player has a right to use it in their background.
Half-breeds, though, aren't supported mechanically. Hence why I think it's best not to make one. There are also other important consideration, that I think Freelance mentioned somewhere before: what does being a half-breed achieve story-wise or character-wise that other, more common trait wouldn't?.
We could handwave rarity of jobs and races with Asyria's way: saying that all Player Characters represent rare individuals. That pretty much nullifies all rarity we can find in Player Characters because they are all supposed to be special individuals. I agree with this to some extent, though I think a character's 'special-ness' depends enterely on the player creating him.