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<blockquote data-quote="Gabester" data-source="post: 3366027" data-attributes="member: 50130"><p>I have offerred a guideline: all class choices after your original must be approved by the DM.</p><p></p><p>One, simple guideline. Players can think about their characters at creation time and run any likely multiclassing through you. And then, later, if they get a different idea then they aren't stuck in the AD&D Multiclassing Rules from Hell and they can just ask if you that idea is ok or not and you can allow it or not.</p><p></p><p>That is so much easier than having to write feats to allow players to integrate slightly non-archetypical bits into their character. If a player wants to add some sorceror to integrate a spell-like ability into their character they ask you and you either allow it or you don't.</p><p></p><p></p><p></p><p>Except he wasn't a wizard. He was a halfling whose family was haunted by and aided by cat spirits. That made sense far more than adding feats would (for example: how is the character going to take the two-weapon fighting feats he needs for the rest of his character concept if he's stuck wasting feats trying to get around the multiclassing rules).</p><p></p><p>Really all you are saying here is that, yes, you only think of classes in terms of certain, very strict archetypes. If someone has a level of Wizard then they ARE a wizard and have to act like one. Apparently, anyway. I get that. I understand that. And it's fine and we just disagree on that point. In my campaign, having a level of something just means you have the abilities and those abilities and it's all good as long as there is an in-setting explanation for why you have those abilities (like a halfling whose family is haunted with / aided by cat spirits). However, I would suggest that, if you want to let your players have fun too (i.e. you don't want to railroad them into playing only the roles you are comfortable with), that you might let them play with the system as it is and simply pre-approve their character concepts.</p><p></p><p></p><p></p><p>Yes, I read all the same books as you. And no, it didn't make sense. I can read it. I can recite it. And it is still poppycock. Apparently after 50 years of life, Elrond never learned anything new anymore. No elves ever change jobs. If a dwarven merchant loses his shop, I'm sorry, but it's too late for him to pick up a hammer and learn to mine. I guess he just goes to the old dwarves home.</p><p></p><p>Anyway, yeah, if you really dig it then great. I'm just saying that your players may not be quite as nostalgic as you. The world of D&D players pretty much collectively breathed a sigh of relief when those crazy, nonsensical rules went out and something that made sense and allowed some interesting character customization showed up in its place.</p><p></p><p>Yourself excepted, I guess.</p></blockquote><p></p>
[QUOTE="Gabester, post: 3366027, member: 50130"] I have offerred a guideline: all class choices after your original must be approved by the DM. One, simple guideline. Players can think about their characters at creation time and run any likely multiclassing through you. And then, later, if they get a different idea then they aren't stuck in the AD&D Multiclassing Rules from Hell and they can just ask if you that idea is ok or not and you can allow it or not. That is so much easier than having to write feats to allow players to integrate slightly non-archetypical bits into their character. If a player wants to add some sorceror to integrate a spell-like ability into their character they ask you and you either allow it or you don't. Except he wasn't a wizard. He was a halfling whose family was haunted by and aided by cat spirits. That made sense far more than adding feats would (for example: how is the character going to take the two-weapon fighting feats he needs for the rest of his character concept if he's stuck wasting feats trying to get around the multiclassing rules). Really all you are saying here is that, yes, you only think of classes in terms of certain, very strict archetypes. If someone has a level of Wizard then they ARE a wizard and have to act like one. Apparently, anyway. I get that. I understand that. And it's fine and we just disagree on that point. In my campaign, having a level of something just means you have the abilities and those abilities and it's all good as long as there is an in-setting explanation for why you have those abilities (like a halfling whose family is haunted with / aided by cat spirits). However, I would suggest that, if you want to let your players have fun too (i.e. you don't want to railroad them into playing only the roles you are comfortable with), that you might let them play with the system as it is and simply pre-approve their character concepts. Yes, I read all the same books as you. And no, it didn't make sense. I can read it. I can recite it. And it is still poppycock. Apparently after 50 years of life, Elrond never learned anything new anymore. No elves ever change jobs. If a dwarven merchant loses his shop, I'm sorry, but it's too late for him to pick up a hammer and learn to mine. I guess he just goes to the old dwarves home. Anyway, yeah, if you really dig it then great. I'm just saying that your players may not be quite as nostalgic as you. The world of D&D players pretty much collectively breathed a sigh of relief when those crazy, nonsensical rules went out and something that made sense and allowed some interesting character customization showed up in its place. Yourself excepted, I guess. [/QUOTE]
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