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Racial Level Limits: Did you Use Them?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5720044" data-attributes="member: 54877"><p>I don't know. Why matters as much as what, when it comes to house rules. If you make a house rule that seeks the same goal as the original, but presumably with some mechanical version that you find easier, more flavorful, better, etc.--then you are influenced by the goal of that part of the RAW, even if not the implementation.</p><p> </p><p>For example, were I to now run an AD&D 1st ed. campaign that I expected to hit the limits, I'd probably ditch the limits in favor of increased XP required by race, applied from level 1 forward. I'd give something like a 1.2 multiple for halflings, 1.5 for dwarvs, and 2.0 for elves. The goal would be in part the same as the original: To make the gameworld somewhat human-centric. My means would be very different, not least because I'd also be addressing the dwarven and elven multiclassing edge in the lower levels, with the same easy to explain, easy to use rule. (Dragon Quest influences my thinking here, in ways that I would not have considered when I ran AD&D originally.)</p><p> </p><p>So part of the original I would be honoring with the change, while another part I would be discarding. I think it is relatively rare for gamers to simply throw a rule out entirely, without any regards to what the rule may have intended to accomplish.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5720044, member: 54877"] I don't know. Why matters as much as what, when it comes to house rules. If you make a house rule that seeks the same goal as the original, but presumably with some mechanical version that you find easier, more flavorful, better, etc.--then you are influenced by the goal of that part of the RAW, even if not the implementation. For example, were I to now run an AD&D 1st ed. campaign that I expected to hit the limits, I'd probably ditch the limits in favor of increased XP required by race, applied from level 1 forward. I'd give something like a 1.2 multiple for halflings, 1.5 for dwarvs, and 2.0 for elves. The goal would be in part the same as the original: To make the gameworld somewhat human-centric. My means would be very different, not least because I'd also be addressing the dwarven and elven multiclassing edge in the lower levels, with the same easy to explain, easy to use rule. (Dragon Quest influences my thinking here, in ways that I would not have considered when I ran AD&D originally.) So part of the original I would be honoring with the change, while another part I would be discarding. I think it is relatively rare for gamers to simply throw a rule out entirely, without any regards to what the rule may have intended to accomplish. [/QUOTE]
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