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General Tabletop Discussion
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Arguments and assumptions against multi classing
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<blockquote data-quote="The Crimson Binome" data-source="post: 7494741" data-attributes="member: 6775031"><p>I would actually be quite curious to hear how other AD&D groups handled the possibility of someone attempting to pick a lock if they didn't have that class feature, especially given how low the thief charts started out.</p><p></p><p>I would argue that, if you can choose to not use a rule, then it isn't really a rule. You can have rules for naval combat (as an example), but if those rules aren't actually used to resolve naval combat when the situation arises, then they weren't <em>really</em> the rules for naval combat.</p><p></p><p>The <em>real</em> rules of the game are whichever rules are <em>actually</em> used to resolve things.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7494741, member: 6775031"] I would actually be quite curious to hear how other AD&D groups handled the possibility of someone attempting to pick a lock if they didn't have that class feature, especially given how low the thief charts started out. I would argue that, if you can choose to not use a rule, then it isn't really a rule. You can have rules for naval combat (as an example), but if those rules aren't actually used to resolve naval combat when the situation arises, then they weren't [I]really[/I] the rules for naval combat. The [I]real[/I] rules of the game are whichever rules are [I]actually[/I] used to resolve things. [/QUOTE]
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Arguments and assumptions against multi classing
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