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<blockquote data-quote="Jefe Bergenstein" data-source="post: 6678888" data-attributes="member: 31506"><p>It does somewhat. There were fewer restrictions on multiclassing in 1E. Multiclass fighter types (including rangers) could still specialize. Clerics didnt have weapon restrictions. 2E depends on what supplements you use. </p><p></p><p></p><p></p><p>That depends on a game actually reaching 10+, and spending any appreciable amount of time at 10+. Specialization is again dependent on splats, as other resources added ways to specialize (players option books, kits, etc). Gnomes could be multi-class illusionists. Al-quadim allowed MC elemental specialists (required in fact) etc. </p><p></p><p></p><p></p><p>But more than the mage, which was my example (and better saves... dat Paralyzation/Poison/Death!). If you were thinking about going mage, it was kind of "why not add some cleric?". Other than the "strict" roleplaying straightjacket of following the god of magic! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>In general, you'll know if your group is going to level 10+. Few games go to where you fight d6 tarrasques as a random encounter heh. I reached 15+ once in all my 1E/2E days. In the range most campaigns reached before they fell apart, it was pretty much a no brainer for lots of classes. </p><p></p><p></p><p></p><p></p><p>Yeah, that would really only work if everyone did it (and the DM adjusted encounter difficulty accordingly).</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 6678888, member: 31506"] It does somewhat. There were fewer restrictions on multiclassing in 1E. Multiclass fighter types (including rangers) could still specialize. Clerics didnt have weapon restrictions. 2E depends on what supplements you use. That depends on a game actually reaching 10+, and spending any appreciable amount of time at 10+. Specialization is again dependent on splats, as other resources added ways to specialize (players option books, kits, etc). Gnomes could be multi-class illusionists. Al-quadim allowed MC elemental specialists (required in fact) etc. But more than the mage, which was my example (and better saves... dat Paralyzation/Poison/Death!). If you were thinking about going mage, it was kind of "why not add some cleric?". Other than the "strict" roleplaying straightjacket of following the god of magic! ;) In general, you'll know if your group is going to level 10+. Few games go to where you fight d6 tarrasques as a random encounter heh. I reached 15+ once in all my 1E/2E days. In the range most campaigns reached before they fell apart, it was pretty much a no brainer for lots of classes. Yeah, that would really only work if everyone did it (and the DM adjusted encounter difficulty accordingly). [/QUOTE]
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