Lanefan said:
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.
IIRC, the legendary Dwarven magic resistance was basically a saving throw bonus. I don't think they actually had a Magic Resistance percentage as defined by the rules.
And neither race had as much magic resistance as Drow, which strangely enough, were allowed to be magic-users. Dragons had magic resistance too. Actually, there are a lot of monsters in AD&D that have high magic resistance (more than Dwarves), yet still possessed lot of powerful magic abilities. Why pick on Dwarves in particular?
Lanefan said:
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...
Why do all Dwarven magic items have to be divinely-created? Why aren't Dwarves allowed to study how to craft and enchant these items on their own? Given their connections to the earth, why don't Dwarves have the ability to learn any earth-based arcane magic? I think it robs Dwarven crafters of some of their legendary abilities, by requiring the actions of an external divine entity in order to create anything magical. Plus, I don't think 1e made any distinction between arcane and divine magic in terms of how magic resistance or save vs. spell bonuses worked. Why were Dwarves allowed to be clerics but not magic-users, if they are so inherently non-magical?
Lanefan said:
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.
1e and 2e multi-classing (and the ridiculously convoluted dual classing) was one of the things I was happiest to see go in 3e. Unless you were playing in a long-term campaign, it was generally much more advantageous to multiclass in two classes, as you would usually only be one level behind a single-class character in each of your two classes. Once you started to hit 10th-12th level or so, you started lagging behind, but most campaigns didn't seem to last that long.
Lanefan said:
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).
Is this just a gut feeling, or has their been some discussion from the folks at WoTC that have led to you believe this? I haven't been in the loop much lately, so I'm asking an honest question here.
Lanefan said:
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.
I prefer not to, as I'd rather that the PCs know that they are responsible for whatever happens to them... whether than be victory or defeat. If the party is lacking in healing ability, I generally prefer to have them find a few extra healing potions, rather than give than an NPC cleric.
Lanefan said:
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.
I think that assumption is true more often than not. Well, at least most DMs I've encountered really don't like to do that. I'm sure there were some holes in WotC's research, but it seems to be a fairly accurate picture of how the game is played by the majority of players, at least from my perspective. Which could be wrong, of course.