Keldryn said:
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?
Not sure, unless it was to make them clearly distinct from Elves and other PC races. Drow, Dragons, etc. weren't intended to be PC's and thus could be as unbalanced as they liked.
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.
Ours do, in general. I ditched dual-classing ages ago and freed up racial multiclassing, but also put some restrictions on what could multi- with what and how well it would function in each class (mainly to stop some shenanigans that were going on with people multi-classing Rangers).
Re: Gestalt in 4e:
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.
Gut hunch, based on the ongoing "give the players what they want and they want it all" trend, and extrapolating from there.
Re: NPC's as party members:
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.
Unless you give out healing potions by the bucketful, they're no substitute for a spare Cleric. Having an NPC also allows me a chance to steer them right if they're getting nowhere, or steer them wrong if I'm feeling ornery...
Usually, the NPC I chuck in will be a spare front-liner of some sort...Fighter, Cavalier, whatever...unless there's a party-recognized glaring hole and they go out and recruit someone to fill it (sometimes Cleric, sometimes Thief, but surprisingly often Ranger).
Re: WotC research and the 4-PC party:
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.
Over the 25-year-ish long run, we've settled into having usually 4 or 5 players at a time running a party of 6-12 characters at a time, with campaigns lasting 5-12 years. In other words, vastly different from the WotC norm...
Lanefan