I really miss the old fighter/mage combo in newer d&d editions.
If you “modernize” ad&d by removing race based class restrictions (dwarf paladin, human fighter/mage/thief, etc) and demi human level limits… are any of the multiclass combinations too good?
Is a cleric/mage with unlimited advancement too good? In other words should multiclass options be restricted if you are allowing unlimited advancement?
IMO just about all of them are, unless you chop back on some class abilities to make single-classing more attractive.I really miss the old fighter/mage combo in newer d&d editions.
If you “modernize” ad&d by removing race based class restrictions (dwarf paladin, human fighter/mage/thief, etc) and demi human level limits… are any of the multiclass combinations too good?
Don't allow multi-classing within the same class group. Many years ago I once allowed a MU-Illusionist multiclass and came to regret it mightily.Is a cleric/mage with unlimited advancement too good? In other words should multiclass options be restricted if you are allowing unlimited advancement?
Don't allow multi-classing within the same class group. Many years ago I once allowed a MU-Illusionist multiclass and came to regret it mightily.![]()
In 1e the "sub-classes" were full classes in their own right. Illusionists had different stat requirements, different spell lists, and so forth compared to conventional MUs; much like Druids (a sub-class of Cleric) had different requirements, spells, abilities, etc.2e, at least, is explicit about that being illegal. 1e didn't really need to point it out, because the sub-classes were examples of their class group. If an illusionist is a magic-user, and a magic-user/magic-user is patently absurd on the face of it, there should be no need to explain to players why a magic-user/illusionist multiclass is nonsense.
I get around that by simply disallowing either of those classes - Monk and Bard - from multiclassing.(2e also helpfully slots monks neatly into the priest group and bards into the rogue group, so you know where all the classes go. There are only ever five groups — warrior, wizard, priest, rogue, and psionicist — which handily limits the multiclassing and dual-classing possibilities.)
I would change that "will always play" to "will have incentives to play".But if you take away the level limits and class restrictions, humans have no advantages at all, and so the players will always play demihumans — which in turn means that the game-world will eventually be ruled by high-level demihumans, lording it over the human masses. It raises the question, why weren't the demihumans already in charge before PCs started running around and getting powerful?
I would change that "will always play" to "will have incentives to play".
I joined and played in a long time 1e game with no level caps, high level PCs and people still chose to be humans as an option. Two out of the top five high level (20 and 30+ level) PCs were humans. When my character hit 20 it became three out of six.
People choose PC races including humans in D&D for all sorts of reasons.
In my experience this varies widely person to person and group to group.In my own experience, players just want to play demihumans for the sake of it, and it does not matter how many mechanical disadvantages you pile onto elves, elf-loving players will still play them anyway. Players who approach human PCs that way are much rarer — almost everyone wants to lean into the escapist fantasy of playing a nonhuman. A mostly human party in a human-centric milieu is actually a pretty hard sell these days, and it generally takes rules even more hard-nosed than default AD&D to enforce it.

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