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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
AD&D players and referees, what do you think of ascending AC?
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<blockquote data-quote="Lanefan" data-source="post: 9272171" data-attributes="member: 29398"><p>Or have their own, yes.</p><p></p><p>Or just speed up the levels at which they roll into multiple attacks; in other words, untie multiple-attack ability from fighting level.</p><p></p><p>Or be allowed to use a wider variety of weapons...maybe as they level up their allowable list might expand some (and having just now thought of this, now I'm thinking about it for my own game - thanks!).</p><p></p><p>All classes should advance their prime stats like Cavaliers!</p><p></p><p>Not at low levels, but by mid-level they should be somewhat reliable.</p><p></p><p>Rangers shouldn't have that ability. No Drizz'ts allowed. <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>And poison. As Thieves are by far the most likely to encounter poison in their day-to-day lives it makes sense they'd have been trained in recognizing and dealing with it even after they've come in contact with it. So, the poison save table needs to be split out from paralyzation and death such that it can be tweaked to give Thieves a break.</p><p></p><p>That's probably overkill IMO. One option, though, is that if you don't otherwise give xp for gp, maybe Thieves do get some?</p><p></p><p>I ignored NWP concerns as I've never used those.</p><p></p><p>Another quick-and-easy change that would make Thieves a bit more durable would be to give them d8 hit dice rather than d6.</p><p></p><p>I'm running a single-class Thief right now as my character in a game and she's doing OK. There's lots of houserules, but the one change that I've noticed has made a big difference in play is to add longsword to the weapons-allowed list for Thieves.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9272171, member: 29398"] Or have their own, yes. Or just speed up the levels at which they roll into multiple attacks; in other words, untie multiple-attack ability from fighting level. Or be allowed to use a wider variety of weapons...maybe as they level up their allowable list might expand some (and having just now thought of this, now I'm thinking about it for my own game - thanks!). All classes should advance their prime stats like Cavaliers! Not at low levels, but by mid-level they should be somewhat reliable. Rangers shouldn't have that ability. No Drizz'ts allowed. :) And poison. As Thieves are by far the most likely to encounter poison in their day-to-day lives it makes sense they'd have been trained in recognizing and dealing with it even after they've come in contact with it. So, the poison save table needs to be split out from paralyzation and death such that it can be tweaked to give Thieves a break. That's probably overkill IMO. One option, though, is that if you don't otherwise give xp for gp, maybe Thieves do get some? I ignored NWP concerns as I've never used those. Another quick-and-easy change that would make Thieves a bit more durable would be to give them d8 hit dice rather than d6. I'm running a single-class Thief right now as my character in a game and she's doing OK. There's lots of houserules, but the one change that I've noticed has made a big difference in play is to add longsword to the weapons-allowed list for Thieves. [/QUOTE]
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AD&D players and referees, what do you think of ascending AC?
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