howandwhy99
Adventurer
Flatter statistical progressions and bounded accuracy actually lay a good bit of the ground-work for old schoolers to run games in D&D next with 1e/2e multiclassing again. As a reminder, in those edition characters were only balanced against each other by placing them within those same boundaries as well as requiring all to start at the beginning. 1st level characters were built to adventure with 10th level ones. The idea that 1st and 10th level characters were equal in ability was like saying an 18 strength had the same exact ability as a 3 strength.
What was rigorously balanced for was the balance of the game world to the PCs. They began in a 1st level area / dungeon, but they could progress down (or up in civilized areas) deep into hostile territory. That meant greater threats, but also the opportunity for greater rewards. Better treasures, higher XP awards.
The challenges for D&D Next with old editions are many and largely unaddressed. I mean, I like the attempt to bring back the feel and art and adventure design. It's popular again. What we need to watch out for is the trap of thinking different ways of being than our own are simplistic because they don't delve as deeply into the parts of life we are currently alive in. Early classes were designed to survive and grow into the parts of the world they were designed for. That may appear like they then have static abilities rather than a diversity of options, but the options weren't the game or the choosing of them the point of play. It was enabling the player to explore the levels of the world more capably because their character's level appropriate abilities enabled them to do so.
All that means is multi-classing and character abilities in early editions really has more to do with the campaign setting adventure creation rules (not guidelines) that have largely yet to be included in the playtest. Whether they are in a future module or not their balanced combination is one of the keys to designing a game for old school play. And old school multi-classing supports that design. Knowing how they support it is important or we run the risk of thinking early multi-classing is a simple option rather easily achieved for player vs. player balance.
What was rigorously balanced for was the balance of the game world to the PCs. They began in a 1st level area / dungeon, but they could progress down (or up in civilized areas) deep into hostile territory. That meant greater threats, but also the opportunity for greater rewards. Better treasures, higher XP awards.
The challenges for D&D Next with old editions are many and largely unaddressed. I mean, I like the attempt to bring back the feel and art and adventure design. It's popular again. What we need to watch out for is the trap of thinking different ways of being than our own are simplistic because they don't delve as deeply into the parts of life we are currently alive in. Early classes were designed to survive and grow into the parts of the world they were designed for. That may appear like they then have static abilities rather than a diversity of options, but the options weren't the game or the choosing of them the point of play. It was enabling the player to explore the levels of the world more capably because their character's level appropriate abilities enabled them to do so.
All that means is multi-classing and character abilities in early editions really has more to do with the campaign setting adventure creation rules (not guidelines) that have largely yet to be included in the playtest. Whether they are in a future module or not their balanced combination is one of the keys to designing a game for old school play. And old school multi-classing supports that design. Knowing how they support it is important or we run the risk of thinking early multi-classing is a simple option rather easily achieved for player vs. player balance.