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The Dual Wielding Ranger: How Aragorn, Drizzt, and Dual-Wielding Led to the Ranger's Loss of Identity
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8260359" data-attributes="member: 7023840"><p>That's what I was referring to- but more importantly, it's emblematic of why you needed niche protection <em>even at higher levels</em>.</p><p></p><p>With rolled hit points, and the thoroughly realistic notion that you were not getting a CON bonus, the 1e MU had an average of 2.5 hp/level.</p><p></p><p>An 8th level (that was pretty, pretty, pretty high) level MU would have 20 hit points. That's ... two hits. One hit in some circumstances.</p><p></p><p>Not to mention those offensive spells? There was an issue with that- you couldn't get them off if you were getting attacked. Because most spells were too slow to cast in combat first (exception- the power word spells, because that's what they designed for). So MUs, on their own, would often be toast <em>in combat</em>.</p><p></p><p>Wands helped, but in 1e they didn't recharge, and they weren't that common in the modules. For example, if you managed to get <em>every single item in Keep (B2)</em>, which was a notoriously high-magic item module for low levels, then you got, in terms of wands by the end ... wait for it .... a wand of enemy detection with 9 charges, and a wand of paralyzation with 7 charges.</p><p></p><p>Point being- niche protection. You couldn't go wandering around with just an all-MU party. There is a reason that there were things like "marching order" and you had the fighters in the front (and/or clerics, or the clerics in the rear, and so on).</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8260359, member: 7023840"] That's what I was referring to- but more importantly, it's emblematic of why you needed niche protection [I]even at higher levels[/I]. With rolled hit points, and the thoroughly realistic notion that you were not getting a CON bonus, the 1e MU had an average of 2.5 hp/level. An 8th level (that was pretty, pretty, pretty high) level MU would have 20 hit points. That's ... two hits. One hit in some circumstances. Not to mention those offensive spells? There was an issue with that- you couldn't get them off if you were getting attacked. Because most spells were too slow to cast in combat first (exception- the power word spells, because that's what they designed for). So MUs, on their own, would often be toast [I]in combat[/I]. Wands helped, but in 1e they didn't recharge, and they weren't that common in the modules. For example, if you managed to get [I]every single item in Keep (B2)[/I], which was a notoriously high-magic item module for low levels, then you got, in terms of wands by the end ... wait for it .... a wand of enemy detection with 9 charges, and a wand of paralyzation with 7 charges. Point being- niche protection. You couldn't go wandering around with just an all-MU party. There is a reason that there were things like "marching order" and you had the fighters in the front (and/or clerics, or the clerics in the rear, and so on). [/QUOTE]
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