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My "Perfect D&D" Would Include...
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<blockquote data-quote="tetrasodium" data-source="post: 8900886" data-attributes="member: 93670"><p>Kits were a thing in 2e, <a href="https://forum.rpg.net/index.php?threads/ad-d-kits.634357/" target="_blank">here</a> is a pretty good thread on them. The first couple posts in that link do a good job of explaining them without getting into the crunch of 2e itself. those are almost certainly the kits in question</p><p>[spoiler="said posts"]</p><p></p><p></p><p></p><p></p><p></p><p>[/spoiler]</p><p></p><p>In a way they would probably be very useful for setting localization type things that could be applied blanketed across the classes without having the kind of pushback from players that tends to come with "x class is not allowed" even if nobody planned to play x.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8900886, member: 93670"] Kits were a thing in 2e, [URL='https://forum.rpg.net/index.php?threads/ad-d-kits.634357/']here[/URL] is a pretty good thread on them. The first couple posts in that link do a good job of explaining them without getting into the crunch of 2e itself. those are almost certainly the kits in question [spoiler="said posts"] [/spoiler] In a way they would probably be very useful for setting localization type things that could be applied blanketed across the classes without having the kind of pushback from players that tends to come with "x class is not allowed" even if nobody planned to play x. [/QUOTE]
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