If you really wanted to model this in some way you'd need some kind of character development minigame.
Human Starting Age: 14 + 1d6 years.
Every year roll on Human Profession/Skill/Event table.
Elf Starting Age: 22 + 6d6 years
Every year roll on the Elf Profession/Skill/Event table
Even if you assume Elves are spending a majority of their time on the equivalent of watching TV, what becomes apparent is if you want this to make any sense at all you need a real setting (and not a D&D-like implied "generic fantasy") setting to be able to describe what these characters are doing.
Greetings!
Very good point, Zelen! You need a real setting! Very true!
In my Thandor campaign, I definitely have Elves for example, being firmly rooted in a quasi-mythical, mystical tradition. The Elves live in the physical, earthly world, but at the same time have deep connections to the Spirit World.
Besides Elves having particular game-related abilities, I also assume some large degree of mystical capabilities and senses that are very much quasi-supernatural. Elves are NOT humans, so they don't need to abide by or submit to every kind of Human convention or expectation. Take a 50-year old Wood Elf adventurer, for example. If I assume a roughly similar maturity rate for Wood Elves, then they have reached the age of Majority, at by age 25. That mean they have been occupied doing "Wood Elf Things" for the last 25 or so years, presumably before their fateful meetup with the rest of the adventuring band.
What has the young Wood Elf been doing all of these years? Yes, indeed, the maturity rate is similar, but with time--the experience and perspective of *time* is different for a long-lived race like the Elves, in comparison to lesser-lived races, like Humans. That 50 years of childhood and adolescence for the young Wood Elf goes by *like a blink*. It seems very swift, and while meaningful to them, not terribly monumental. I always remind myself, that Elves are not Humans, and do not experience time the same way we do. They live much longer, far more years, so their perspective I different.
As for "Wood Elf Things"--I assume the young Wood Elf knows a 50-mile or 100-square mile area around their home settlement, village, or town, extremely well. The Wood Elf, regardless of their main "Class" and favourite profession, knows many, many more things, very well, in addition to all that. They know the weather, the weather patterns, the plants, the crops, the herbs, the changing seasons, the rituals and habits of a dozen kinds of animals. Maybe they know several families of squirrels, and routinely speak to them. As well as a few Hawks, and a family or several, of weasels that live in the nearby forest. The Wood Elf know how to hunt, travel, and live amidst the hill and forest, knowing all the trails, the best meadows, the fastest streams, the deepest and strongest river rapids. At all times, and in all seasons. Nuts, roots, fruits, edible needles, besides fish, frogs, amphibians, rodents, deer, wolves, bears, wolves, beaver, birds, and insects.
Knowledge of local civilized communities or bands, other tribes, monsters, humanoids. Dangerous threats, as well as more seasonal, localized threats and problems. After all, there are many challenges in life that are serious problems, and yet, not an existential threat at all times to the entire community.
Add in some tribal lore, some specialized knowledge and class abilities, a few hobbies or special talents the character wants to focus on, and there you go. The Wood Elf has been busy *LIVING LIFE*. That is how I try and think about it.
Semper Fidelis,
SHARK