Raven Crowking said:If you didn't, you either didn't because you thought you couldn't or you didn't despite the fact that you knew you could. If you didn't despite the fact that you knew you could, you can't fairly blame the rules. If instead you thought you couldn't, an examination of the rules shows that they encouraged you to make changes. Again, this is not something that can be fairly laid on the rules.
The Shaman said:"Pretty late in the 1e era," Hussar? The Monster Manual was published before either the Players Handbook or the Dungeon Masters Guide - it was the first AD&D book, and it provided for vampires with character class levels.
The Shaman said:"Witch doctors are tribal cleric/magic-users....The maximum level of magic-user is dependent upon the race of the witch doctor..." - 1e AD&D DMG, p. 40.
WayneLigon said:The attitude of 1E, especially if you were a regular reader of The Dragon at the time, was that if you made significant changes then you were no longer playing AD&D but some game of your own creation. It patted you on the head and said that was fine, but when you're ready to play what the big boys are playing, you'll run the thing just like it's written.
Hussar said:Given the choice of playing 1e or not playing, I'd find another hobby.
WayneLigon said:And very, very seldom was that advice ever used until much later; there are lots of little bits in the MM like that: stuff that was in it, but ignored for many years. Almost always, the vampire was just a vampire with no class levels added. The MM entry on vampires is longer than virtually anything else in the book, so I'm betting that lots of Gm's simply skipped that ton of flavor text.

Perhaps this is true of the people with whom you played 1e, but it wasn't true of our group: we had four dungeon masters in our group and we all combed through the books looking for ideas to spring on one another and the rest of the players in our bunch. There wasn't a bit of text that we didn't exploit to create novel challenges.WayneLigon said:And very, very seldom was that advice ever used until much later; there are lots of little bits in the MM like that: stuff that was in it, but ignored for many years. Almost always, the vampire was just a vampire with no class levels added. The MM entry on vampires is longer than virtually anything else in the book, so I'm betting that lots of Gm's simply skipped that ton of flavor text.
I seem to recall lycanthropes with character class levels, but I couldn't tell you from where anymore. However, given that most of what we played was homebrewed adventures, I could easily be confusing that with something that me or someone else in our group put together.WayneLigon said:Ravenloft was unique in that it was the first module to present a monster as fully fleshed out as a player character.
You are of course entitled to your opinion.WayneLigon said:[Shaman and witch doctor] were special NPC classes available only to [humanoids]. I'd say in my book that it didn't count.
They could if the dungeon master allowed them to be (and we did, sparingly) - that brings us back to your previous post, which Raven Crowking has admirably addressed already.WayneLigon said:They still couldn't be Rangers, Fighters, Monks or anything else they wanted to be.
WayneLigon said:You mention the 'attitude' of 1E before. Yes, indeed, the DMG say 'change whatever you want'. It says that once, and typically that advice is buried under a pile of other advice. After that point, though, things change. The attitude of 1E, especially if you were a regular reader of The Dragon at the time, was that if you made significant changes then you were no longer playing AD&D but some game of your own creation. It patted you on the head and said that was fine, but when you're ready to play what the big boys are playing, you'll run the thing just like it's written.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.