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L&L: These are not the rules you're looking for
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<blockquote data-quote="howandwhy99" data-source="post: 5866056" data-attributes="member: 3192"><p>Single class parties can throw into high relief how each class is different, but not excluded from engaging in any of the designer's situational categories (or any others).</p><p></p><p>Fighters seek out combat, but when they come upon magical stuff in the dungeon they are at a disadvantage. They can still engage in trial and error study, but they aren't as equipped to deal with it as a magic-user.</p><p></p><p>Thieves should avoid overt combat whenever possible and ambush, trick, and basically engage in covert combat when deemed necessary. What they are really here for is stealing stuff and getting away with it. Magics and direct combat are still not their forte, but neither are these fully excluded either.</p><p></p><p>Magic-Users should basically avoid combat at all costs. If it's unavoidable, which is rare considering the variety of options M-Us have, then they have spells that can end it quickly or enable easier evasion or retreat. Again, they are good at what they do, they are not so good at what they are not trained to do.</p><p></p><p>Clerics are another kettle of fish altogether. I had a long post around here a few weeks ago explaining all about how clerics engage with the game from their class perspective, but I don't have search capabilities. Basically, they engage with intelligent, language-based creatures and gain followers as they go down the dungeon levels until they reach the stuff they cannot convert and instead must Turn (like demons and devils). They focus on alignment, morale, loyalty, and similar game elements. They are good casters, good fighters, and average thieves (like everyone else who's not a thief), but everything they have is focused on performing the class of cleric.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5866056, member: 3192"] Single class parties can throw into high relief how each class is different, but not excluded from engaging in any of the designer's situational categories (or any others). Fighters seek out combat, but when they come upon magical stuff in the dungeon they are at a disadvantage. They can still engage in trial and error study, but they aren't as equipped to deal with it as a magic-user. Thieves should avoid overt combat whenever possible and ambush, trick, and basically engage in covert combat when deemed necessary. What they are really here for is stealing stuff and getting away with it. Magics and direct combat are still not their forte, but neither are these fully excluded either. Magic-Users should basically avoid combat at all costs. If it's unavoidable, which is rare considering the variety of options M-Us have, then they have spells that can end it quickly or enable easier evasion or retreat. Again, they are good at what they do, they are not so good at what they are not trained to do. Clerics are another kettle of fish altogether. I had a long post around here a few weeks ago explaining all about how clerics engage with the game from their class perspective, but I don't have search capabilities. Basically, they engage with intelligent, language-based creatures and gain followers as they go down the dungeon levels until they reach the stuff they cannot convert and instead must Turn (like demons and devils). They focus on alignment, morale, loyalty, and similar game elements. They are good casters, good fighters, and average thieves (like everyone else who's not a thief), but everything they have is focused on performing the class of cleric. [/QUOTE]
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