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A thing about d20 D&D I didn't like, and still don't know why it was done...
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<blockquote data-quote="Umbran" data-source="post: 3260907" data-attributes="member: 177"><p>"Jump Classes" is not a term from teh 1e rtules that I remember. Dual classing required notably high ability scores, and was only available to humans (and to half-elves who were understood to be heading for Bard, a very specific exception). "Change within a class" was only available to the theif/acrobat, as I recall, and was not a general feature of the rules. </p><p></p><p></p><p></p><p>Here I disagree. The hard and fast rules where there, and the basic suggestion was that changing classes was not an option - it was specifically made difficult, and not open to everyone. That's not organic. That's something that looks lumpy because the DM needed to apply a crowbar to it to make it flex <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I loved playing the game, but I don't think it has a strength here.</p><p></p><p></p><p></p><p>Before I coudl say, you'll have to describe what you mean by that. Because what you say is "organic on the meta level" I see as "lumpy and uneven general design on a meta level". And when the general design is lumpy and uneven, it takes a whole lot more work for me to do much with it.</p><p></p><p>That, you see, is a major point - the base design of 3e is much more elegant than 1e or 2e. I guess you can say that the base design of the prior editions is more organic, as it did grow haphazardly out of the minds of Gygax, et al. </p><p></p><p>The question - why is this "organic" important? Given that they'll (in general) be even more varied in abilities, why do you specifically care so much about their spread in levels?</p></blockquote><p></p>
[QUOTE="Umbran, post: 3260907, member: 177"] "Jump Classes" is not a term from teh 1e rtules that I remember. Dual classing required notably high ability scores, and was only available to humans (and to half-elves who were understood to be heading for Bard, a very specific exception). "Change within a class" was only available to the theif/acrobat, as I recall, and was not a general feature of the rules. Here I disagree. The hard and fast rules where there, and the basic suggestion was that changing classes was not an option - it was specifically made difficult, and not open to everyone. That's not organic. That's something that looks lumpy because the DM needed to apply a crowbar to it to make it flex :) I loved playing the game, but I don't think it has a strength here. Before I coudl say, you'll have to describe what you mean by that. Because what you say is "organic on the meta level" I see as "lumpy and uneven general design on a meta level". And when the general design is lumpy and uneven, it takes a whole lot more work for me to do much with it. That, you see, is a major point - the base design of 3e is much more elegant than 1e or 2e. I guess you can say that the base design of the prior editions is more organic, as it did grow haphazardly out of the minds of Gygax, et al. The question - why is this "organic" important? Given that they'll (in general) be even more varied in abilities, why do you specifically care so much about their spread in levels? [/QUOTE]
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