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The Ravenloft Rule and D&D5; or how to control player power
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<blockquote data-quote="Remathilis" data-source="post: 6299035" data-attributes="member: 7635"><p>Yes, a fighter could still swing a sword and a thief pick a lock. A wizard could still fireball, a cleric cure wounds. (This was a mistake the 3.5 Ravenloft game made; they overgimped each class. A powers-check chance each level of fighter you take?) Still, the abilities that could "break" the game often were gimped to keep the PCs on their toes: you can't rely on detect evil to determine if the baron is a vampire or turn undead to send him running. Later D&D seemed very hesitant to limit such things and changes the tone. </p><p></p><p></p><p></p><p>I'm hoping so.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6299035, member: 7635"] Yes, a fighter could still swing a sword and a thief pick a lock. A wizard could still fireball, a cleric cure wounds. (This was a mistake the 3.5 Ravenloft game made; they overgimped each class. A powers-check chance each level of fighter you take?) Still, the abilities that could "break" the game often were gimped to keep the PCs on their toes: you can't rely on detect evil to determine if the baron is a vampire or turn undead to send him running. Later D&D seemed very hesitant to limit such things and changes the tone. I'm hoping so. [/QUOTE]
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The Ravenloft Rule and D&D5; or how to control player power
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