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<blockquote data-quote="Lanefan" data-source="post: 9356013" data-attributes="member: 29398"><p>I disagree that it's worse design at least in one direction: if unrestricted, F-MUs (or worse, R-MUs) can quickly become one-person parties, with their only serious limitation being that they can't heal themselves. This works directly against party play and character interdependence. And so, I'm fine with putting some restrictions on them - and disallowing them from casting in armour also has the happy side effect of making them work the same, setting-physics-wise, as single-class Mages.</p><p></p><p>Truth be told, if I was designing from scratch I'd probably ban multi-classing altogether, and maybe design a couple of new single classes to fill holes e.g. a Swashbuckler to replace F-T. I would specifically not, however, design a class to replace any martial-arcane combinations; and martial-divine could be done by simply expanding on the already-existing Paladin class.</p><p></p><p>But that horse of precedent has long since left the barn.</p><p></p><p>I agree some of those specific restrictions make no sense but disagree this is a tangent. That these other classes have sound explanations for their restrictions doesn't excuse that the F-MU combination is by RAW for some reason left unrestricted, which simply makes no sense</p><p></p><p>We use 5d6drop2, arranged.</p><p></p><p>Side story: for the campaign I currently play in, the DM tried making roll-up a bit less generous in order - I think - to cut down on the high stats people were ending up with. The end result is that the experiment has failed spectacularly; just about every all-world high-stat record is now held by a character in that game, and in some cases it's not even close!</p><p></p><p>We broke "Half-Elf" (and "Half-Orc") into sub-gradients, to reflect that not every dual-species person is going be exactly half of each. For example, the offspring of an Elf and a Half-Elf would be a 3/4-Elf. Each gradient (from 1/8 to 7/8) has its own slightly-different mechanics, with the true "half" (i.e. 4/8) versions being fairly close to what's in the original books.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9356013, member: 29398"] I disagree that it's worse design at least in one direction: if unrestricted, F-MUs (or worse, R-MUs) can quickly become one-person parties, with their only serious limitation being that they can't heal themselves. This works directly against party play and character interdependence. And so, I'm fine with putting some restrictions on them - and disallowing them from casting in armour also has the happy side effect of making them work the same, setting-physics-wise, as single-class Mages. Truth be told, if I was designing from scratch I'd probably ban multi-classing altogether, and maybe design a couple of new single classes to fill holes e.g. a Swashbuckler to replace F-T. I would specifically not, however, design a class to replace any martial-arcane combinations; and martial-divine could be done by simply expanding on the already-existing Paladin class. But that horse of precedent has long since left the barn. I agree some of those specific restrictions make no sense but disagree this is a tangent. That these other classes have sound explanations for their restrictions doesn't excuse that the F-MU combination is by RAW for some reason left unrestricted, which simply makes no sense We use 5d6drop2, arranged. Side story: for the campaign I currently play in, the DM tried making roll-up a bit less generous in order - I think - to cut down on the high stats people were ending up with. The end result is that the experiment has failed spectacularly; just about every all-world high-stat record is now held by a character in that game, and in some cases it's not even close! We broke "Half-Elf" (and "Half-Orc") into sub-gradients, to reflect that not every dual-species person is going be exactly half of each. For example, the offspring of an Elf and a Half-Elf would be a 3/4-Elf. Each gradient (from 1/8 to 7/8) has its own slightly-different mechanics, with the true "half" (i.e. 4/8) versions being fairly close to what's in the original books. [/QUOTE]
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