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<blockquote data-quote="Leif" data-source="post: 6696362" data-attributes="member: 48762"><p>According to that 'right' book, elves may not multi-class at all. They are ftr/m-us without exception. See, LL p. 24. So, being through the looking glass and all, we can either make up an elf magic-user/thief, substituting thief abilities, strictures, and requirements for the current fighter ones, OR I could just play a regular elf and have done with it. It really doesn't seem like making the m-u/t would be much work, but it also doesn't seem like it would have a great degree of survivability (I tend to play thieves as cocky, bad-ass gang types who are quick to jump into melee), so we could find ourselves right back in this same spot in a few weeks. I'll just make the obvious observation that the party does have a small need for a thief/rogue, and extra spell mojo never hurt anyone. (Except the targets of the spell, that is.)</p><p></p><p>Along those lines, may I suggest that the theoretical m-u/t be long on miscellaneous-type groovy, weird spells, and almost embarrassingly short on offensive/defensive spells, with the notable exception of <em>magic missile</em> of course, and perhaps <em>shield</em> or <em>protection from evil</em>. And I'm not necesarily talking about starting spells, I'm talking about any spells that he would <em>ever</em> have.</p><p></p><p>But, you know, the more I think about it, the more I think I like the standard elf character. After all, what good's an elf who can't wear chainmail? I forget, do we roll 3d6 six times for ability scores?</p></blockquote><p></p>
[QUOTE="Leif, post: 6696362, member: 48762"] According to that 'right' book, elves may not multi-class at all. They are ftr/m-us without exception. See, LL p. 24. So, being through the looking glass and all, we can either make up an elf magic-user/thief, substituting thief abilities, strictures, and requirements for the current fighter ones, OR I could just play a regular elf and have done with it. It really doesn't seem like making the m-u/t would be much work, but it also doesn't seem like it would have a great degree of survivability (I tend to play thieves as cocky, bad-ass gang types who are quick to jump into melee), so we could find ourselves right back in this same spot in a few weeks. I'll just make the obvious observation that the party does have a small need for a thief/rogue, and extra spell mojo never hurt anyone. (Except the targets of the spell, that is.) Along those lines, may I suggest that the theoretical m-u/t be long on miscellaneous-type groovy, weird spells, and almost embarrassingly short on offensive/defensive spells, with the notable exception of [i]magic missile[/i] of course, and perhaps [i]shield[/i] or [i]protection from evil[/i]. And I'm not necesarily talking about starting spells, I'm talking about any spells that he would [i]ever[/i] have. But, you know, the more I think about it, the more I think I like the standard elf character. After all, what good's an elf who can't wear chainmail? I forget, do we roll 3d6 six times for ability scores? [/QUOTE]
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