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<blockquote data-quote="steeldragons" data-source="post: 7554014" data-attributes="member: 92511"><p>No. Everyone (allowed as a PC species) can advance the same.</p><p></p><p></p><p>It was...I believe we didn't house ruled it (talking more than a few years ago). It was a bit overpowered as I recall...but nowhere near as badly as Cavaliers or introducing dual-wielding rangers....Yeah, a lot of 1e UA was pretty out of balance. hahaha.</p><p> </p><p></p><p>hmmm. That's kind of a complicated question. There really was no "cut off" other than when we wanted to play different things or use different modules. I think, in 30+ years, the number of characters that developed, uninterrupted (or not jumping), from levels 1 through the mid-teens was only twice. More often than not was either getting from 1st through 7th or maybe up to 10 OR, most often, "I got this module that's levels 4-7." So we were starting at/with 4th level characters we'd make up. "I have this adventure for 12th-15th" So, we were either bumping existing characters to the requisite level or just making character up at that level (and coming up with a bit of backstory to explain how we'd gotten there). So, there really isn't even an "average" way we did it. But I would say play much above 12th-15th level was not at all common.</p><p></p><p></p><p>Oh, that? Nah.</p><p></p><p></p><p>Sometimes. Yes, they'd have names and personalities...sometimes rather shallow, sometimes quite rich. And, ohhh yes. It's 1e. Everybody can -and sometimes would- die.</p><p></p><p></p><p>This is a common trope of game designer talking points..."the quadratic MU/linear fighter" or whatever. I never really noticed it. In 1e, the fighters (and other non-spell users) were thrilled with increasing levels and accumulating magic items (weapons, armor, shields, special miscellany). We were always playing within 2-3 levels of each other -even in rather large groups. So, to my mind, no one ever seemed to be SO much more powerful than the rest. </p><p></p><p></p><p>That druid XP table was completely out of whack with pretty much every other class. Yeah, we sorta kept it all close...like I said, if we were beginning a campaign with characters starting in a module (or homebrewed adventure) that had us beginning at 3rd level, then we were starting at 3rd level...then XP got divvied up evenly/fairly. IF this began to be too divergent, levels-wise, it was equally likely that we'd just start a different campaign/adventures/new characters as tell the lagging PC(s) to bump themselves up...or maybe throw them a side-quest/one shot to get them some extra xp/up to speed...if no one was interested in changing characters/campaigns.</p><p> </p><p></p><p>Oh yes! hahaha.</p><p></p><p></p><p>I did, yes. Still do in my own homebrew system. Allowing races to be classes and advance as high as they can/like is one thing. The ability min/max's were more of flavor thing describing the ways in which these species were "Better/worse" than what humans were capable of. Now, they -as any PC- could find/seek/receive magical ways to get beyond their "natural" range of abilities. But were they used? Yes.</p><p></p><p></p><p>Any PC species can be any PC class that makes sense for the established campaign setting's culture of that species. So, it would differ depending on who was DMing/what world we were or are in. As a general rule, "the Big 4" (Fighter, MU, Thief, Cleric) were available to everyone...even if their presence within a given species' society might not be all that common (a dwarven mage or an elfin cleric wouldn't really have a place in the society and be viewed as fairly odd ducks, if not downright outcast/outlawed). Subclasses are a different story. Could an elf be a druid? Clearly yes. Could a dwarf? No. Could a dwarf be a paladin? Yes. Could an elf? No. So it's kinda all over the map and strictly campaign setting dependent.</p><p></p><p></p><p>I think we were more guilty of simply making stuff up, than pulling things from other games. hahahaha. Nowadays, oh yeah, there's pilfering going on from all kinds of places...mechanically, thematically, flavor wise, plot ideas. In 1e, it's all fair game for...assimilation. lol.</p><p></p><p></p><p>Hmm...that's an interesting questions...the most "significant"...Well, I guess I would say my spontaneous spellcasting houserule. Nowadays it's hardly even worth mentioning, since the "sorcerer" class was introduced and "at will magics" and other different mechanical spellcasting/magic-using things, but in 1e, it was viewed as damned near revolutionary -if not outrageously overpowering (which it really wasn't at all, but might sound powerful). What I referred to as "Spontaneous casting" basically said that arcane spellcasters, as they increased in power and mastery of the magical arts, were allowed to cast lower level spells without memorizing/choosing them at start of day/during your memorization study. Essentially, when you gained spells two spell-levels higher than your lowest spell level, those spells (that you knew, had in your spellbook) no longer needed to be prepared but could be spontaneously chosen in situations, as needed. You are still bound to your daily allotment, but could select spells on the fly up to your slot allowance. So, at 3rd level, you could spontaneously use your cantrips as needed. At 5th level (gaining 3rd level spells), you could cast 1st level spells (that you knew/had in your spellbook) spontaneously. At 7th -getting 4th level spells- you could choose cantrips, 1st and 2nd level spells on the fly. And so on.</p><p></p><p>Like I said, nowadays with all the casting mechanics and differing classes of arcane magic-users, this is rather obsolete. But in a traditional 1e game, it was pretty significant.</p><p></p><p>Cool survey. Look forward to updates/hearing how your project goes.</p><p>--steeldragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7554014, member: 92511"] No. Everyone (allowed as a PC species) can advance the same. It was...I believe we didn't house ruled it (talking more than a few years ago). It was a bit overpowered as I recall...but nowhere near as badly as Cavaliers or introducing dual-wielding rangers....Yeah, a lot of 1e UA was pretty out of balance. hahaha. hmmm. That's kind of a complicated question. There really was no "cut off" other than when we wanted to play different things or use different modules. I think, in 30+ years, the number of characters that developed, uninterrupted (or not jumping), from levels 1 through the mid-teens was only twice. More often than not was either getting from 1st through 7th or maybe up to 10 OR, most often, "I got this module that's levels 4-7." So we were starting at/with 4th level characters we'd make up. "I have this adventure for 12th-15th" So, we were either bumping existing characters to the requisite level or just making character up at that level (and coming up with a bit of backstory to explain how we'd gotten there). So, there really isn't even an "average" way we did it. But I would say play much above 12th-15th level was not at all common. Oh, that? Nah. Sometimes. Yes, they'd have names and personalities...sometimes rather shallow, sometimes quite rich. And, ohhh yes. It's 1e. Everybody can -and sometimes would- die. This is a common trope of game designer talking points..."the quadratic MU/linear fighter" or whatever. I never really noticed it. In 1e, the fighters (and other non-spell users) were thrilled with increasing levels and accumulating magic items (weapons, armor, shields, special miscellany). We were always playing within 2-3 levels of each other -even in rather large groups. So, to my mind, no one ever seemed to be SO much more powerful than the rest. That druid XP table was completely out of whack with pretty much every other class. Yeah, we sorta kept it all close...like I said, if we were beginning a campaign with characters starting in a module (or homebrewed adventure) that had us beginning at 3rd level, then we were starting at 3rd level...then XP got divvied up evenly/fairly. IF this began to be too divergent, levels-wise, it was equally likely that we'd just start a different campaign/adventures/new characters as tell the lagging PC(s) to bump themselves up...or maybe throw them a side-quest/one shot to get them some extra xp/up to speed...if no one was interested in changing characters/campaigns. Oh yes! hahaha. I did, yes. Still do in my own homebrew system. Allowing races to be classes and advance as high as they can/like is one thing. The ability min/max's were more of flavor thing describing the ways in which these species were "Better/worse" than what humans were capable of. Now, they -as any PC- could find/seek/receive magical ways to get beyond their "natural" range of abilities. But were they used? Yes. Any PC species can be any PC class that makes sense for the established campaign setting's culture of that species. So, it would differ depending on who was DMing/what world we were or are in. As a general rule, "the Big 4" (Fighter, MU, Thief, Cleric) were available to everyone...even if their presence within a given species' society might not be all that common (a dwarven mage or an elfin cleric wouldn't really have a place in the society and be viewed as fairly odd ducks, if not downright outcast/outlawed). Subclasses are a different story. Could an elf be a druid? Clearly yes. Could a dwarf? No. Could a dwarf be a paladin? Yes. Could an elf? No. So it's kinda all over the map and strictly campaign setting dependent. I think we were more guilty of simply making stuff up, than pulling things from other games. hahahaha. Nowadays, oh yeah, there's pilfering going on from all kinds of places...mechanically, thematically, flavor wise, plot ideas. In 1e, it's all fair game for...assimilation. lol. Hmm...that's an interesting questions...the most "significant"...Well, I guess I would say my spontaneous spellcasting houserule. Nowadays it's hardly even worth mentioning, since the "sorcerer" class was introduced and "at will magics" and other different mechanical spellcasting/magic-using things, but in 1e, it was viewed as damned near revolutionary -if not outrageously overpowering (which it really wasn't at all, but might sound powerful). What I referred to as "Spontaneous casting" basically said that arcane spellcasters, as they increased in power and mastery of the magical arts, were allowed to cast lower level spells without memorizing/choosing them at start of day/during your memorization study. Essentially, when you gained spells two spell-levels higher than your lowest spell level, those spells (that you knew, had in your spellbook) no longer needed to be prepared but could be spontaneously chosen in situations, as needed. You are still bound to your daily allotment, but could select spells on the fly up to your slot allowance. So, at 3rd level, you could spontaneously use your cantrips as needed. At 5th level (gaining 3rd level spells), you could cast 1st level spells (that you knew/had in your spellbook) spontaneously. At 7th -getting 4th level spells- you could choose cantrips, 1st and 2nd level spells on the fly. And so on. Like I said, nowadays with all the casting mechanics and differing classes of arcane magic-users, this is rather obsolete. But in a traditional 1e game, it was pretty significant. Cool survey. Look forward to updates/hearing how your project goes. --steeldragons [/QUOTE]
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