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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Seriously contemplating an attempt at a retro AD&D
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<blockquote data-quote="Lanefan" data-source="post: 9354409" data-attributes="member: 29398"><p>I've always seen bracers as equivalent to shields with regards to when they can and can't be of use. Rings, cloaks, etc are passive and thus always-on, while bracers and dexterity are active and thus their use to defend against an attack disrupts casting.</p><p></p><p>Provided those items are of use to that class.</p><p></p><p>The only use a Thief is gonna get out of +3 plate mail is to sell it for a boatload of gold. Ditto a Mage. And thus, by extension the way I see it, the same would apply to a F-T or a F-MU.</p><p></p><p>Which is far from the first example of our house rules accurately forecasting what 2e would do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Well, yes they are. A Fighter-Thief can't do much thieving in plate mail.</p><p></p><p>Druids can't wear metal armour, thus if one allows a multiclassed Druid one would think it too can't wear metal armour.</p><p></p><p>We haven't given xp for treasure since before I started playing.</p><p></p><p>That's open to interpretation around what "take part" means. We usually read it as meaning a bit more than just being there, but actually doing damage isn't required: if you tried to do damage, or took damage, or were at significant risk, or contributed in other meaningful ways e.g. pulling the fallen out of the battle and patching them up, you got xp; but if all you did was stand back and watch or hide behind a rock you got nothing.</p><p></p><p>We give those who die and come back half xp for the fight in which they died.</p><p></p><p>Just dividing xp between all survivors without regard to contribution or risk strongly encourages and highly rewards playing hang-back cowards, which is easy to do in a big party. And giving xp to characters who aren't even there (as in, are still back in town) just to keep everyone even is IMO ludicrous, though posts from people on these forums have shown that's how some tables do/did it.</p><p></p><p>My experience differs: even though we've opened up the class-species possibilities far beyond 1e RAW limits, Humans have always been the most common PC species in our games, in part I think because we still have stat penalties as well as bonuses for other species and people don't want to take the hit unless it directly lines up with their character idea.</p><p></p><p>And while our stat generation method is generous, it's nowhere near as crazy as that UA method. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>That said, we're generally not hard-core optimizers here. If we were, Part-Elf would be the species-du-jour (as in, nobody would play anything else!) as they've overall got the most going for them mechanically in our system.</p><p></p><p>I never saw those class level limits etc. as being specific Human benefits, but instead saw them as variable penalties and drawbacks against other species. But then, I see Humans as the baseline.</p><p></p><p>And yeah, those level limits never made much sense anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>We have both roll-and-arrange and separate class-species, and (other than a few specific players who are now long gone) the min-maxing hasn't been a big issue. I mean, obviously you arrange your stats to suit your intended class, but to me that just makes sense: a low-Dex person, for example, isn't likely to take up Thieving as a career and would be laughed out of the guild if he tried.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9354409, member: 29398"] I've always seen bracers as equivalent to shields with regards to when they can and can't be of use. Rings, cloaks, etc are passive and thus always-on, while bracers and dexterity are active and thus their use to defend against an attack disrupts casting. Provided those items are of use to that class. The only use a Thief is gonna get out of +3 plate mail is to sell it for a boatload of gold. Ditto a Mage. And thus, by extension the way I see it, the same would apply to a F-T or a F-MU. Which is far from the first example of our house rules accurately forecasting what 2e would do. :) Well, yes they are. A Fighter-Thief can't do much thieving in plate mail. Druids can't wear metal armour, thus if one allows a multiclassed Druid one would think it too can't wear metal armour. We haven't given xp for treasure since before I started playing. That's open to interpretation around what "take part" means. We usually read it as meaning a bit more than just being there, but actually doing damage isn't required: if you tried to do damage, or took damage, or were at significant risk, or contributed in other meaningful ways e.g. pulling the fallen out of the battle and patching them up, you got xp; but if all you did was stand back and watch or hide behind a rock you got nothing. We give those who die and come back half xp for the fight in which they died. Just dividing xp between all survivors without regard to contribution or risk strongly encourages and highly rewards playing hang-back cowards, which is easy to do in a big party. And giving xp to characters who aren't even there (as in, are still back in town) just to keep everyone even is IMO ludicrous, though posts from people on these forums have shown that's how some tables do/did it. My experience differs: even though we've opened up the class-species possibilities far beyond 1e RAW limits, Humans have always been the most common PC species in our games, in part I think because we still have stat penalties as well as bonuses for other species and people don't want to take the hit unless it directly lines up with their character idea. And while our stat generation method is generous, it's nowhere near as crazy as that UA method. :) That said, we're generally not hard-core optimizers here. If we were, Part-Elf would be the species-du-jour (as in, nobody would play anything else!) as they've overall got the most going for them mechanically in our system. I never saw those class level limits etc. as being specific Human benefits, but instead saw them as variable penalties and drawbacks against other species. But then, I see Humans as the baseline. And yeah, those level limits never made much sense anyway. :) We have both roll-and-arrange and separate class-species, and (other than a few specific players who are now long gone) the min-maxing hasn't been a big issue. I mean, obviously you arrange your stats to suit your intended class, but to me that just makes sense: a low-Dex person, for example, isn't likely to take up Thieving as a career and would be laughed out of the guild if he tried. [/QUOTE]
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