Chapter 2: Races
Note that all racial ability modifiers are even numbers. This is because the changes in the ability score table occur every 2 numbers. If you create a race that has a combination of ability score modifiers that are odd (such as +1 Strength, -1 Dexterity), it means that a player that chooses to make a character of that race can assign an odd ability score to Strength and Dexterity, which means the Strength bonus makes a difference and the Dexterity penalty doesn’t. In effect, that race has a +2 Strength modifier and a +0 Dex modifier. While the game was in development, the designers called this "create a bonus, hide a penalty."
If you want a race to have a +2/+0 combination, create it that way. Giving odd modifiers only allows a player to "legally" cheat. In the D&D game, all PC races (and all creatures) must have even ability score modifiers.
Human and Half-Elf Favored Class
Human Bonus Skill Points
Human bonus skill points should be applied after any Intelligence penalties to skills. It’s more advantageous to the character to do the +1 human point after the Intelligence penalty, because a human character with a big Intelligence penalty would reduce you to 1 skill point (the minimum), and then your human bonus would bring that up to 2.
If you applied the bonus point first, that would penalize the low-Int guys even more than they already are. Applying it first, in effect, negates the advantage that humans get for their bonus skill points. It’s a corner case, but an important point.
By default, a humanoid Medium creature should have speed 30. Dwarves are an exception, as they are on the extreme low end of their size category.
Small characters default to speed 20.
The PC races all speak their own racial language and Common. All characters in an adventuring group of normal PCs should be able to communicate with each other, as dealing with interpreters and pantomime grows old quickly.