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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
On Demi-Human Level Caps
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<blockquote data-quote="Lanefan" data-source="post: 9880545" data-attributes="member: 29398"><p>At very low levels that second full hit die for the Ranger makes them <em>much</em> more survivable; and survival is job one at those levels. Survive a few adventures and you've built up enough treasure and gear to make yourself less squishy (while others are likely dying around you), also you've built up enough seniority within the party that they're more likely to get you revived if you do get knocked off.</p><p></p><p>Cavalier as written is overpowered. It's easy enough to tone it down such that it fits into a pre-UA environment, though.</p><p></p><p>I never liked the PrC Bard either as a concept or as a reality.</p><p></p><p>Pretty much agree here.</p><p></p><p>Well, all I can say is that our long-term stats show MUs have roughly the same survival rates as everyone else. Worth noting, though, that we long ago added in the concept of "body points" - for PCs this represents 2-5 additional hit points at 1st level with that number locked in for life once rolled - and I think that makes a big difference (though my games are still bloody lethal for all classes at low level!).</p><p></p><p>As for how to play a MU: make sure you've got a front line that can keep the foes off of you and don't annoy your party too much.</p><p></p><p>In fact, looking at the ten longest-serving characters in my current campaign (as measured by sessions-played count), I find:</p><p></p><p>2 Necromancers (homebrew sub-class of MU, similar to Illusionist)</p><p>2 Nature Clerics</p><p>1 War Cleric (homebrew class that fits between standard Cleric and Paladin; this PC might as well have been a Pally)</p><p>1 Thief</p><p>2 Magic-Users</p><p>2 Fighters</p><p></p><p>The next three are Bard (homebrew), MU, Ranger; so the spread continues.</p><p></p><p>That looks balanced enough to me, other than the Necromancers which are an extreme statisical outlier; only 5 have been played and the other three all died very fast.</p><p></p><p>Long ago Gygax suggested the rough breakdown of what gets played (ignoring Monks) should be something like 40% Fighter group, 30% Cleric group, 20% Thief group, and 10% Mage group. Over the long run here it's been closer to 40-20-20-20.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9880545, member: 29398"] At very low levels that second full hit die for the Ranger makes them [I]much[/I] more survivable; and survival is job one at those levels. Survive a few adventures and you've built up enough treasure and gear to make yourself less squishy (while others are likely dying around you), also you've built up enough seniority within the party that they're more likely to get you revived if you do get knocked off. Cavalier as written is overpowered. It's easy enough to tone it down such that it fits into a pre-UA environment, though. I never liked the PrC Bard either as a concept or as a reality. Pretty much agree here. Well, all I can say is that our long-term stats show MUs have roughly the same survival rates as everyone else. Worth noting, though, that we long ago added in the concept of "body points" - for PCs this represents 2-5 additional hit points at 1st level with that number locked in for life once rolled - and I think that makes a big difference (though my games are still bloody lethal for all classes at low level!). As for how to play a MU: make sure you've got a front line that can keep the foes off of you and don't annoy your party too much. In fact, looking at the ten longest-serving characters in my current campaign (as measured by sessions-played count), I find: 2 Necromancers (homebrew sub-class of MU, similar to Illusionist) 2 Nature Clerics 1 War Cleric (homebrew class that fits between standard Cleric and Paladin; this PC might as well have been a Pally) 1 Thief 2 Magic-Users 2 Fighters The next three are Bard (homebrew), MU, Ranger; so the spread continues. That looks balanced enough to me, other than the Necromancers which are an extreme statisical outlier; only 5 have been played and the other three all died very fast. Long ago Gygax suggested the rough breakdown of what gets played (ignoring Monks) should be something like 40% Fighter group, 30% Cleric group, 20% Thief group, and 10% Mage group. Over the long run here it's been closer to 40-20-20-20. [/QUOTE]
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