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<blockquote data-quote="airwalkrr" data-source="post: 3365994" data-attributes="member: 12460"><p>There are a number of feats in complete arcane that give a character several spell-like abilities. I would have very few issues with letting a character custom-design one along similar lines.</p><p></p><p></p><p></p><p>Yes, that certainly is a bit of a problem, especially since, IMC, I don't think halflings should be wizards. I like running Tolkienesque campaigns so a halfling sorcerer is right out anyway. Now if I were running a campaign world designed for 3e, like Eberron, it might not be a problem. But if you want to run Mystara, Greyhawk, or the Forgotten Realms, I have always found it odd that suddenly, one day, dwarves and halflings the world round developed a talent for arcane magic. I apologize if that attitude rubs you the wrong way, but that was part of the flavor of these campaign settings, and I like preserving flavor.</p><p></p><p></p><p></p><p>Because it is much easier to simply have guidelines in advance.</p><p></p><p></p><p></p><p>Non-humans are not capable of learning new skills after a certain point. One of humanity's strengths is its adaptability. A human can pick up a new set of skills later in life because they retain the ability to learn completely new skills until they die. Although non-humans are rational, intelligent creatures, they are only capable of learning new skills while in their youth. It's a perfectly rational concept if you simply consider it an extreme of a common human phenomenon: the fact that children learn things more quickly than adults. In the case of non-humans, adults simply become less adaptable than human adults. You can't teach an old dog new tricks in other words.</p><p></p><p></p><p></p><p>Actually you don't. This is a common misconception about AD&D dual-classing. The problem is, if you are relying on your fighting skills, you aren't learning anything about using magic. Until your skill with magic surpasses your relative ability with fighting, you need to concentrate on your magic to the exclusivity of fighting. AD&D allowed you to use the abilities of your old class, but you lost experience for that encounter, sometimes even that adventure, depending on the circumstances/DM.</p><p></p><p></p><p></p><p>You see, the fact is 3e doesn't have purely archetypal characters any more. That's a good thing, but there is such a thing as too many options. 3e has more than just a non-weapon proficiency system like 2e had. 3e has feats and skills, not to mention other options like variant class abilities, racial substitution levels, skill tricks, and so on. Using these alone, you would be hard-pressed to find a character concept you could not design. Sure, your fighter might not be as good at hiding as the rogue, but perhaps you should have played a ranger and sacrificed some of your bonus feats and hp for such skill. Not to mention the large number of base classes that are around.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3365994, member: 12460"] There are a number of feats in complete arcane that give a character several spell-like abilities. I would have very few issues with letting a character custom-design one along similar lines. Yes, that certainly is a bit of a problem, especially since, IMC, I don't think halflings should be wizards. I like running Tolkienesque campaigns so a halfling sorcerer is right out anyway. Now if I were running a campaign world designed for 3e, like Eberron, it might not be a problem. But if you want to run Mystara, Greyhawk, or the Forgotten Realms, I have always found it odd that suddenly, one day, dwarves and halflings the world round developed a talent for arcane magic. I apologize if that attitude rubs you the wrong way, but that was part of the flavor of these campaign settings, and I like preserving flavor. Because it is much easier to simply have guidelines in advance. Non-humans are not capable of learning new skills after a certain point. One of humanity's strengths is its adaptability. A human can pick up a new set of skills later in life because they retain the ability to learn completely new skills until they die. Although non-humans are rational, intelligent creatures, they are only capable of learning new skills while in their youth. It's a perfectly rational concept if you simply consider it an extreme of a common human phenomenon: the fact that children learn things more quickly than adults. In the case of non-humans, adults simply become less adaptable than human adults. You can't teach an old dog new tricks in other words. Actually you don't. This is a common misconception about AD&D dual-classing. The problem is, if you are relying on your fighting skills, you aren't learning anything about using magic. Until your skill with magic surpasses your relative ability with fighting, you need to concentrate on your magic to the exclusivity of fighting. AD&D allowed you to use the abilities of your old class, but you lost experience for that encounter, sometimes even that adventure, depending on the circumstances/DM. You see, the fact is 3e doesn't have purely archetypal characters any more. That's a good thing, but there is such a thing as too many options. 3e has more than just a non-weapon proficiency system like 2e had. 3e has feats and skills, not to mention other options like variant class abilities, racial substitution levels, skill tricks, and so on. Using these alone, you would be hard-pressed to find a character concept you could not design. Sure, your fighter might not be as good at hiding as the rogue, but perhaps you should have played a ranger and sacrificed some of your bonus feats and hp for such skill. Not to mention the large number of base classes that are around. [/QUOTE]
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