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AD&D/O.S.R.I.C: Creating XP Progression for Homebrewed Classes
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<blockquote data-quote="Celebrim" data-source="post: 6925803" data-attributes="member: 4937"><p>While I agree that fighters are extremely powerful in 1e, I don't agree with your assessment of M-U's. Only two things really kept them balanced. First, that they had only limited spell selection. Second, that they generally had so few hit points that they could be one shotted. Unearthed Arcana tended to address both problems quite well. And that's before we get to the fact that high level M-U's tended to be able to bypass spell resistance and saving throws with a bit of creativity.</p><p></p><p></p><p></p><p>Clerics are a quite potent class, but I think you are underestimating the Bard here. This is a fighter/thief/druid with potentially more HD than any other class in the game. </p><p></p><p></p><p></p><p>Thieves aren't an anything oriented class. The class literally has no purpose. At low levels, you are an inadequate fighter. At high levels, you are completely overshadowed by spell-casters. Sure, you can multi-class or dual-class as one, but not to very much purpose except style points. The main problem with the triple class fighter/M-U/thief, is that anyone that could qualify for it will max out their fighter levels very early and there after be gimped in advancement. A typical elf would max out their fighter levels at something like 5th level. If you could take the fighters level up to at least 10th, then the glacial slow advancement in the less important levels after 10th would matter less.</p><p></p><p></p><p></p><p>Thieves don't play a role of any utility. At best, they occasionally save a spellcasting class a spell slot, but rarely to the degree that you wouldn't prefer to have another spell-caster. This is why you pretty much always played something like a multi-class thief/M-U. At low levels, you wouldn't be as bored as a single class M-U, and at high levels you were a spellcaster only a level or two below what you'd be without the thief class.</p><p></p><p></p><p></p><p>There is almost nothing in the Unearthed Arcana that won't break the game hard in one fashion or another. Weapon specialization makes fighters overpowered. Access to new spells like Stoneskin makes M-U's overpowered. The cavalier is OP right out of the box, and combined with Paladin even more so as the Paladin is now generally better than the Fighter at both low and high level (somewhat mitigated by weapon specialization).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6925803, member: 4937"] While I agree that fighters are extremely powerful in 1e, I don't agree with your assessment of M-U's. Only two things really kept them balanced. First, that they had only limited spell selection. Second, that they generally had so few hit points that they could be one shotted. Unearthed Arcana tended to address both problems quite well. And that's before we get to the fact that high level M-U's tended to be able to bypass spell resistance and saving throws with a bit of creativity. Clerics are a quite potent class, but I think you are underestimating the Bard here. This is a fighter/thief/druid with potentially more HD than any other class in the game. Thieves aren't an anything oriented class. The class literally has no purpose. At low levels, you are an inadequate fighter. At high levels, you are completely overshadowed by spell-casters. Sure, you can multi-class or dual-class as one, but not to very much purpose except style points. The main problem with the triple class fighter/M-U/thief, is that anyone that could qualify for it will max out their fighter levels very early and there after be gimped in advancement. A typical elf would max out their fighter levels at something like 5th level. If you could take the fighters level up to at least 10th, then the glacial slow advancement in the less important levels after 10th would matter less. Thieves don't play a role of any utility. At best, they occasionally save a spellcasting class a spell slot, but rarely to the degree that you wouldn't prefer to have another spell-caster. This is why you pretty much always played something like a multi-class thief/M-U. At low levels, you wouldn't be as bored as a single class M-U, and at high levels you were a spellcaster only a level or two below what you'd be without the thief class. There is almost nothing in the Unearthed Arcana that won't break the game hard in one fashion or another. Weapon specialization makes fighters overpowered. Access to new spells like Stoneskin makes M-U's overpowered. The cavalier is OP right out of the box, and combined with Paladin even more so as the Paladin is now generally better than the Fighter at both low and high level (somewhat mitigated by weapon specialization). [/QUOTE]
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