Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
AD&D/O.S.R.I.C: Creating XP Progression for Homebrewed Classes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="WheresMyD20" data-source="post: 6925664" data-attributes="member: 60772"><p>I played for quite a while in a long-running high-level 1e campaign. Here are some observations:</p><p></p><p>1) Magic-Users are definitely not overpowered at high level. Magic Resistance is common among high level monsters and saving throws are very easy to make at high level. On top of that, even magic-users with high constitution are extremely fragile when it comes to hit points. I found that fighters are not only useful in combat, they're necessary.</p><p></p><p>2) High-level bards are basically just druids with less spellcasting ability and more hit points. Speaking of clerics, I found that they are far more useful than either druids or bards at high level.</p><p></p><p>3) Thieves are not a combat-oriented class. Multi-class or dual-class a thief with a fighter if you want to be able to fight effectively.</p><p></p><p>4) Single-class thieves are not terribly useful at high levels. The thief class in general works much better as part of a multi-class or dual-class with either fighter or magic-user. The Fighter/Magic-User/Thief triple-class, however, is spread too thin to be effective at high levels. The xp requirements for a triple-class are very high after name level and a triple-class character will lag way too far behind a single-class character.</p><p></p><p>5) The design of 1e is such that the classes are like positions on a sports team. Clerics, fighters, magic-users, and thieves all play a role on the team that can't be filled by any of the other three classes. Saying one is over- or under-powered compared to the other three is kinda missing the point. It's like saying a forward is over-powered compared to a goalkeeper. It's a bit nonsensical since you need both on the team and they fill different roles.</p><p></p><p>6) Sub-classes are usually less powerful than their associated base class. Paladins and rangers are the exception. They're a bit more powerful than plain fighters at high levels, but they have steeper xp requirements (which have a bigger impact after name level) and role-playing restrictions to deal with.</p><p></p><p>7) Unearthed Arcana should be handled with care. The new races and classes are problematic. The new spells and magic items are, for the most part, fine. The book is still worth having. However, the DM should carefully cherry pick the parts he'll allow in his campaign if he's going to use the book.</p></blockquote><p></p>
[QUOTE="WheresMyD20, post: 6925664, member: 60772"] I played for quite a while in a long-running high-level 1e campaign. Here are some observations: 1) Magic-Users are definitely not overpowered at high level. Magic Resistance is common among high level monsters and saving throws are very easy to make at high level. On top of that, even magic-users with high constitution are extremely fragile when it comes to hit points. I found that fighters are not only useful in combat, they're necessary. 2) High-level bards are basically just druids with less spellcasting ability and more hit points. Speaking of clerics, I found that they are far more useful than either druids or bards at high level. 3) Thieves are not a combat-oriented class. Multi-class or dual-class a thief with a fighter if you want to be able to fight effectively. 4) Single-class thieves are not terribly useful at high levels. The thief class in general works much better as part of a multi-class or dual-class with either fighter or magic-user. The Fighter/Magic-User/Thief triple-class, however, is spread too thin to be effective at high levels. The xp requirements for a triple-class are very high after name level and a triple-class character will lag way too far behind a single-class character. 5) The design of 1e is such that the classes are like positions on a sports team. Clerics, fighters, magic-users, and thieves all play a role on the team that can't be filled by any of the other three classes. Saying one is over- or under-powered compared to the other three is kinda missing the point. It's like saying a forward is over-powered compared to a goalkeeper. It's a bit nonsensical since you need both on the team and they fill different roles. 6) Sub-classes are usually less powerful than their associated base class. Paladins and rangers are the exception. They're a bit more powerful than plain fighters at high levels, but they have steeper xp requirements (which have a bigger impact after name level) and role-playing restrictions to deal with. 7) Unearthed Arcana should be handled with care. The new races and classes are problematic. The new spells and magic items are, for the most part, fine. The book is still worth having. However, the DM should carefully cherry pick the parts he'll allow in his campaign if he's going to use the book. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
AD&D/O.S.R.I.C: Creating XP Progression for Homebrewed Classes
Top