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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Favorite Obscure Rules from TSR-era D&D
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<blockquote data-quote="Voadam" data-source="post: 9386820" data-attributes="member: 2209"><p>I did like some of the thematics of the old school saves, their general categories and how that could connect up to classes. Rod Staff Wands were zap rays that thieves should be pretty good at dodging compared with straight spells like charm person which magic users were good at resisting. Polymorph/Petrification is solid body integrity so fighters should be good there. Breath weapons should be either dodging or bracing against, I'd expect thieves and fighters to be good at that. Poison, paralysis, and death magic are either connecting or not so clerics being decent on those favor of the gods checks there seems right.</p><p></p><p>It did not always work out in practice, but there was a good basis for some thematically appropriate considerations.</p><p></p><p>I also really liked fighters getting better at everything progressively so that they had good saves mostly across the board as essentially a high level power.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9386820, member: 2209"] I did like some of the thematics of the old school saves, their general categories and how that could connect up to classes. Rod Staff Wands were zap rays that thieves should be pretty good at dodging compared with straight spells like charm person which magic users were good at resisting. Polymorph/Petrification is solid body integrity so fighters should be good there. Breath weapons should be either dodging or bracing against, I'd expect thieves and fighters to be good at that. Poison, paralysis, and death magic are either connecting or not so clerics being decent on those favor of the gods checks there seems right. It did not always work out in practice, but there was a good basis for some thematically appropriate considerations. I also really liked fighters getting better at everything progressively so that they had good saves mostly across the board as essentially a high level power. [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
Favorite Obscure Rules from TSR-era D&D
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