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Meditations on BECMI/Classic
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<blockquote data-quote="John Quixote" data-source="post: 4089551" data-attributes="member: 694"><p>Well, BECMI/RC remains my edition of choice, but since it *is* so simple and "wingable," it's also very house-rule-able. I find that the restricted character classes have a completely beneficial effect on my gameplay. It wasn't at all difficult to change the thief class into an expert who could pick his skillset (and for the heck of it, I gave 'em d6 hit dice and something like AD&D's improving backstab), or to add a few special abilities to the fighter class to make them competitive with high-level magic-users (actually high-level fighters in my BECMI games feel a lot like AD&D kensai).</p><p></p><p>I *love* that demihumans are classes in Classic D&D. It really reinforces the archetypes and makes humans as desirable as they ought to be. Want to be Frodo or Gimli or Legolas? Great, play an elf or a dwarf or a halfling, but you have to stay true to that character type. Want to be a wizard or a thief or some other fantasy trope? Wow, look at all the humans living in this fantasy world all of the sudden... (since I switched back to classic, I've noticed a startling upsurge in human PCs, and an equally surprising dearth of half-dragon/half-celestial tieflings with elemental bloodlines).</p><p></p><p>Level limits? Easy to drop those too. In fact, Chapter 19 of the Rules Cyclopedia tells you how. </p><p></p><p>I freaking love the simple alignment system (if the PCs can only choose Law/Neut/Chaos, that reflects an underlying assumption that the heroes are the good guys by default--no player can put "evil" on his character sheet and use it as a justification to ruin the campaign for everyone else)!</p></blockquote><p></p>
[QUOTE="John Quixote, post: 4089551, member: 694"] Well, BECMI/RC remains my edition of choice, but since it *is* so simple and "wingable," it's also very house-rule-able. I find that the restricted character classes have a completely beneficial effect on my gameplay. It wasn't at all difficult to change the thief class into an expert who could pick his skillset (and for the heck of it, I gave 'em d6 hit dice and something like AD&D's improving backstab), or to add a few special abilities to the fighter class to make them competitive with high-level magic-users (actually high-level fighters in my BECMI games feel a lot like AD&D kensai). I *love* that demihumans are classes in Classic D&D. It really reinforces the archetypes and makes humans as desirable as they ought to be. Want to be Frodo or Gimli or Legolas? Great, play an elf or a dwarf or a halfling, but you have to stay true to that character type. Want to be a wizard or a thief or some other fantasy trope? Wow, look at all the humans living in this fantasy world all of the sudden... (since I switched back to classic, I've noticed a startling upsurge in human PCs, and an equally surprising dearth of half-dragon/half-celestial tieflings with elemental bloodlines). Level limits? Easy to drop those too. In fact, Chapter 19 of the Rules Cyclopedia tells you how. I freaking love the simple alignment system (if the PCs can only choose Law/Neut/Chaos, that reflects an underlying assumption that the heroes are the good guys by default--no player can put "evil" on his character sheet and use it as a justification to ruin the campaign for everyone else)! [/QUOTE]
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