Lanefan
Victoria Rules
Dwarves had a small amount of magic resistance in old editions, if memory serves...as did Hobbits. Having such beings able to be wizards didn't make much sense.Keldryn said:Sure they were there for flavour reasons. But perhaps rigid prohibitions in the rules are not the best way to enforce those reasons. I'm not sure why dwarves couldn't be wizards in early editions. Sure, the archetype of the typical wizard with his staff and spellbook may not fit the dwarf, but all those magical dwarven weapons and armour had to come from somewhere. Oh, yeah, right, dwarven clerics made all of them.![]()
As for Dwarven magic items, I have no problem at all with their being made by Clerics: have a Dwarven artificer make the item, then get it blessed by Moradin via a high-level Cleric, with the blessing giving it its enchantment. Seems simple enough...

3e spellcasters do work better as single-class, I agree. And you're right about 1e multi-classers; I put some restrictions on such things so long ago now I forget they weren't there in original design.I disagree about allowing everyone to do everything. 3e rewards specialization quite heavily, especially when it comes to spellcasters. 1e and 2e double and triple class characters were true jacks-of-all-trades. 3e doesn't place the same rigid restrictions to one's particular class role that 1e and 2d do, but at the same time it very strongly encourages sticking to what you're really good at. Even dabbling in 2 or 3 levels of another class can seriously inhibit your effectiveness in your primary class -- the extent to which this happens does vary from one class to the next, but is particularly harsh on full-progression spellcasters.

I'll go out on a limb and say Gestalt is in fact the thin edge of the design wedge; that 4e characters will more closely resemble 3e Gestalts than we all might expect (or want). Me, I have no problem with the DM lobbing an NPC or two or three into the party to fill holes...and they fill graves well, too, though I find we kill off PC's about the same rate as party NPC's.Gestalt isn't really part of the evolution. It is explicitly presented as an option intended for smaller groups so that parties of 2 or 3 players can still cover all of the roles without relying on DM-provided NPCs (i.e. Cleric) to supplement them.
WotC's research had some big, big holes in it; but even without that there's one key assumption they make that isn't always true: that each player only runs one PC at a time.The archetypal 4-character 3e strike force exists because WOTC's research showed that the average size of a gaming group was four players and one DM. A lot of adventures for 1e or B/X D&D suggest groups of 4-6 or 5-8 characters... which a lot of groups never have. Three fighters, a cleric, a magic-user, and a thief, or whatever the typical suggestion was. Much of 3e's design takes into account the ways in which the research suggested that the majority of gamers actually play the game.
Agreed, though it sometimes takes 6 or 8 characters to fill 'em.There are still your four basic roles, no matter which edition of the game you are playing.

Lanefan