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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How about a little love for AD&D 1E
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<blockquote data-quote="Willie the Duck" data-source="post: 8963574" data-attributes="member: 6799660"><p>Came to say the same thing as rgard. Fighter into magic user was a solid option. In particular, it let you 'skip' (well, delay until gets trivial) the low-level phase where being a magic user kinda sucks (you might have a 1/day often-auto-win with <em>sleep</em>, but otherwise you're a highly vulnerable lamp-oil-lobber). You will be working your way through them at a point (when the party as a whole is levels 4 or higher) where you might level up each gaming session until you are just a level or two behind the main group.</p><p></p><p>Let's say you start as a fighter and your buddy starts as a MU, but after 18,000 xp you dual-class into MU as well. Assuming you both survive (not guaranteed) and get the same xp (same), you will have hit 5th level in MU yourself (xp18,000+22,500) just barely after they hit 6th (at 40,000) and from then on out you will hit their MU level each time before they leave it (with the 18,000 xp deficit becoming increasingly marginal as you level). More importantly, you will be doing your level one when the party has 5th level fighters and/or the people who would adventure with such, and thus you may well 'earn*' 2500 gp/xp in a single session. You also will have 5 levels of fighter hp** to help you survive those low-MU levels.</p><p><span style="font-size: 9px">*although the rest of the party might not feel that way when IronGuts Killblade stops swinging their sword to start casting burning hands for a few adventures</span></p><p><span style="font-size: 9px">**and maybe saves, we never figured out the RAW on that.</span></p><p></p><p>I remember us coming up with an optimal strategy with stats (if you were using a method that allows assignment) -- if you rolled well enough to dual class, but didn't get an 18, you should start as fighter and DC to MU (since you would be busting down doors looking for gauntlets of ogre power anyways). If you rolled an well enough to dual class, but rolled an 18, then probably stick with single classing (that 15+ alongside an 18 Int would be a nice Con or Dex for a MU, and who doesn't want to try for 18/00 on a 1st-level fighter?). The thing that most stopped us was that in 1E, elven mutliclass fighter-MUs could cast in armor, but dual-classed** F-MU could not, making them a better option overall**.</p><p><span style="font-size: 9px">**not called thusly at that point, but same concept</span></p><p><span style="font-size: 9px">**although base 1e level limits actually looked like you might make it high enough, so there were arguments for all situations, I guess.</span></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8963574, member: 6799660"] Came to say the same thing as rgard. Fighter into magic user was a solid option. In particular, it let you 'skip' (well, delay until gets trivial) the low-level phase where being a magic user kinda sucks (you might have a 1/day often-auto-win with [I]sleep[/I], but otherwise you're a highly vulnerable lamp-oil-lobber). You will be working your way through them at a point (when the party as a whole is levels 4 or higher) where you might level up each gaming session until you are just a level or two behind the main group. Let's say you start as a fighter and your buddy starts as a MU, but after 18,000 xp you dual-class into MU as well. Assuming you both survive (not guaranteed) and get the same xp (same), you will have hit 5th level in MU yourself (xp18,000+22,500) just barely after they hit 6th (at 40,000) and from then on out you will hit their MU level each time before they leave it (with the 18,000 xp deficit becoming increasingly marginal as you level). More importantly, you will be doing your level one when the party has 5th level fighters and/or the people who would adventure with such, and thus you may well 'earn*' 2500 gp/xp in a single session. You also will have 5 levels of fighter hp** to help you survive those low-MU levels. [SIZE=1]*although the rest of the party might not feel that way when IronGuts Killblade stops swinging their sword to start casting burning hands for a few adventures **and maybe saves, we never figured out the RAW on that.[/SIZE] I remember us coming up with an optimal strategy with stats (if you were using a method that allows assignment) -- if you rolled well enough to dual class, but didn't get an 18, you should start as fighter and DC to MU (since you would be busting down doors looking for gauntlets of ogre power anyways). If you rolled an well enough to dual class, but rolled an 18, then probably stick with single classing (that 15+ alongside an 18 Int would be a nice Con or Dex for a MU, and who doesn't want to try for 18/00 on a 1st-level fighter?). The thing that most stopped us was that in 1E, elven mutliclass fighter-MUs could cast in armor, but dual-classed** F-MU could not, making them a better option overall**. [SIZE=1]**not called thusly at that point, but same concept **although base 1e level limits actually looked like you might make it high enough, so there were arguments for all situations, I guess.[/SIZE] [/QUOTE]
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How about a little love for AD&D 1E
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