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<blockquote data-quote="DND_Reborn" data-source="post: 7588420" data-attributes="member: 6987520"><p>Obviously our experiences were (for the most part) vastly different.</p><p></p><p></p><p></p><p>Because they were the only classes who continually focused on exercising their bodies. If you actually imposed the rule that hours had to be spent doing so, it works fine. The only sad thing about it was unless you got a good initial d100 roll, you would only ever likely see a single point increase since the 2d10s averaged 11 percent per level.</p><p></p><p></p><p></p><p>None of the classes were massively powerful. Even with their inclusion, people kept playing most of the other classes as well. And having rolled great ability scores (we only used 4d6 drop lowest) that allowed you to choose one of these classes made the option more special IME.</p><p></p><p></p><p></p><p>LG Paladins were awesome because they were so difficult to play! Players really had to commit to it unless they would lose their powers and become cavaliers. Parties with Paladins were heroes and did the right things for the right reasons, sometimes making difficult choices in the process. We also followed and enforced the magic limitation on barbarians all the time. Made for some great and often hilarious role-playing!</p><p></p><p></p><p></p><p>Yeah, racial limits were pretty much ignored even before Unearthed Arcana came out, so making adjustments to them in it were also ignored. I don't think I ever met or played in a group that used them in any fashion anyway.</p><p></p><p></p><p></p><p>Bards in AD&D worked great! The best was a player in my game which ran for five years started as the fighter, went to thief, and finally to bard and made it to 12th level bard (I think he was 7/8/12 F/T/Bard IIRC). Awesome character and great player as well.</p><p></p><p>In the same campaign another player was a fighter/thief-acrobat. Awesome combination and he used all of the skills at least somewhat regularly. Admittedly, tightrope walking was one of the least used, but when he did need it was handy to have.</p><p></p><p></p><p></p><p>No problems with it. Used it and enjoyed it in the game for what it was worth... </p><p></p><p></p><p></p><p>LOL can't argue with you there! One copy fell apart into "sections" of a book kept in order. Luckily, the other copy's binding is fine and I still have it. I got lucky there!</p><p></p><p></p><p></p><p>As I said, vastly different experiences and view points I suppose. Loved Unearthed Arcana, loved all it added to AD&D, and glad it was published. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7588420, member: 6987520"] Obviously our experiences were (for the most part) vastly different. Because they were the only classes who continually focused on exercising their bodies. If you actually imposed the rule that hours had to be spent doing so, it works fine. The only sad thing about it was unless you got a good initial d100 roll, you would only ever likely see a single point increase since the 2d10s averaged 11 percent per level. None of the classes were massively powerful. Even with their inclusion, people kept playing most of the other classes as well. And having rolled great ability scores (we only used 4d6 drop lowest) that allowed you to choose one of these classes made the option more special IME. LG Paladins were awesome because they were so difficult to play! Players really had to commit to it unless they would lose their powers and become cavaliers. Parties with Paladins were heroes and did the right things for the right reasons, sometimes making difficult choices in the process. We also followed and enforced the magic limitation on barbarians all the time. Made for some great and often hilarious role-playing! Yeah, racial limits were pretty much ignored even before Unearthed Arcana came out, so making adjustments to them in it were also ignored. I don't think I ever met or played in a group that used them in any fashion anyway. Bards in AD&D worked great! The best was a player in my game which ran for five years started as the fighter, went to thief, and finally to bard and made it to 12th level bard (I think he was 7/8/12 F/T/Bard IIRC). Awesome character and great player as well. In the same campaign another player was a fighter/thief-acrobat. Awesome combination and he used all of the skills at least somewhat regularly. Admittedly, tightrope walking was one of the least used, but when he did need it was handy to have. No problems with it. Used it and enjoyed it in the game for what it was worth... LOL can't argue with you there! One copy fell apart into "sections" of a book kept in order. Luckily, the other copy's binding is fine and I still have it. I got lucky there! As I said, vastly different experiences and view points I suppose. Loved Unearthed Arcana, loved all it added to AD&D, and glad it was published. :) [/QUOTE]
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