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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Revised and Rebalanced Cavalier for 1e AD&D
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<blockquote data-quote="Celebrim" data-source="post: 9884083" data-attributes="member: 4937"><p>That's a campaign specific thing. My dungeons frequently had "traps" in the form of "check for disease exposure" (there are fleas on the dead animal, for example) and I did do monthly checks for disease exposure. And I did enjoy Wererats as foes quite a lot, and that's not just lycanthropy but lots of diseased rats. And so forth.</p><p></p><p>I didn't really hate immunities until 3e when the game began to become all about immunities, but in general 3e's attempts to move things away from immunity and more to relevant immunity where they had considered it - like DR replacing "a magic weapon is needed to hit" - were things I found really welcome. Complete immunity to disease from 1st level is a massive advantage, as would be complete immunity to fear (did I say I use the Ravenloft fear rules in normal campaigns?). </p><p></p><p></p><p></p><p>Not really. Because before weapon specialization, fighter wasn't all that great. Paladin was just fighter but better, and Ranger was fighter with a lot of extra powers and better starting hit points and more panache. Specialization made the fighter on par with the Cleric and M-U and dragged it to competitive or better with UA classes like Barbarian and Cavalier. If you take out specialization, then the game actually gets less balanced unless you just stick with the core four classes.</p><p></p><p>UPDATE: Going a bit further though, the problem with specialization isn't so much that it effects party balance. Thieves get even worse, but they were bad to begin with. The problem with specialization is that it heavily effects balance between the party and monsters. The solution I found was that when the party got powerful enough, to make the monsters more powerful to compensate. Monster leaders started showing up specialized themselves, for example. Monsters had explicit DEX and so did better in surprise and initiative contests. And so forth.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9884083, member: 4937"] That's a campaign specific thing. My dungeons frequently had "traps" in the form of "check for disease exposure" (there are fleas on the dead animal, for example) and I did do monthly checks for disease exposure. And I did enjoy Wererats as foes quite a lot, and that's not just lycanthropy but lots of diseased rats. And so forth. I didn't really hate immunities until 3e when the game began to become all about immunities, but in general 3e's attempts to move things away from immunity and more to relevant immunity where they had considered it - like DR replacing "a magic weapon is needed to hit" - were things I found really welcome. Complete immunity to disease from 1st level is a massive advantage, as would be complete immunity to fear (did I say I use the Ravenloft fear rules in normal campaigns?). Not really. Because before weapon specialization, fighter wasn't all that great. Paladin was just fighter but better, and Ranger was fighter with a lot of extra powers and better starting hit points and more panache. Specialization made the fighter on par with the Cleric and M-U and dragged it to competitive or better with UA classes like Barbarian and Cavalier. If you take out specialization, then the game actually gets less balanced unless you just stick with the core four classes. UPDATE: Going a bit further though, the problem with specialization isn't so much that it effects party balance. Thieves get even worse, but they were bad to begin with. The problem with specialization is that it heavily effects balance between the party and monsters. The solution I found was that when the party got powerful enough, to make the monsters more powerful to compensate. Monster leaders started showing up specialized themselves, for example. Monsters had explicit DEX and so did better in surprise and initiative contests. And so forth. [/QUOTE]
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