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Things that the non-magical Fighter could do
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<blockquote data-quote="Nagol" data-source="post: 6322948" data-attributes="member: 23935"><p>Multi-classed also lost hit points (you round down).</p><p></p><p>I agree the multi-classed characters were reasonably comparable to single-classes though I think they operated at closer to 90% in each class than 70% -- for the levels where they were able to advance, anyway.</p><p></p><p>I never found school specialisation worth it when I played a Magic-User; you surrendered too much so that's probably a play style thing. Armour restrictions worsened you compared to a Fighter, but not compared to the Magic-User. Weapon Specialisation loss can be a big deal if the optional rule allowing it is in use in the first place. Typically, it is used.</p><p></p><p>Compared to a straight Fighter, a F/MU</p><ul> <li data-xf-list-type="ul">needs an Int score</li> <li data-xf-list-type="ul">Loses hit points</li> <li data-xf-list-type="ul">Gains improved saving throws vs. Rods and Spells</li> <li data-xf-list-type="ul">Loses weapon specialisation (if the optional rule is in use)</li> <li data-xf-list-type="ul">Gains extra non-weapon proficiencies (if the optional rules are in use)</li> <li data-xf-list-type="ul">Uses the to-hit chart one level lower (typically -- it varies of the course of the career)</li> <li data-xf-list-type="ul">is very restricted in armour (elven chain or magical defences only e.g. bracers, ring, and cloak)</li> <li data-xf-list-type="ul">can cast spells as if he were a M-U one level lower than the straight Fighter (typically -- it varies of the course of the career)</li> <li data-xf-list-type="ul">Can use items restricted to M-U</li> <li data-xf-list-type="ul">Has a cap on level advancement</li> </ul><p></p><p></p><p>Compared to a straight Wizard, a F/MU</p><ul> <li data-xf-list-type="ul">needs a Str score and can take advantage of a high Con</li> <li data-xf-list-type="ul">Gains hit points (especially if Con is 17+)</li> <li data-xf-list-type="ul">Gains improved saving throws in most categories</li> <li data-xf-list-type="ul">Gains more weapon proficiencies</li> <li data-xf-list-type="ul">Much better at attacking (6th level Wizard is the equivalent of 2nd level Fighter, 9th is 3rd)</li> <li data-xf-list-type="ul">Can wear some armour (elven chain)</li> <li data-xf-list-type="ul">Can use items restricted to Fighters </li> <li data-xf-list-type="ul">Must be a Mage rather than a specialist</li> <li data-xf-list-type="ul">Casts spells as if he were a level lower than a straight M-U (typically -- it varies of the course of the career)</li> <li data-xf-list-type="ul">Has a cap on level advancement</li> </ul></blockquote><p></p>
[QUOTE="Nagol, post: 6322948, member: 23935"] Multi-classed also lost hit points (you round down). I agree the multi-classed characters were reasonably comparable to single-classes though I think they operated at closer to 90% in each class than 70% -- for the levels where they were able to advance, anyway. I never found school specialisation worth it when I played a Magic-User; you surrendered too much so that's probably a play style thing. Armour restrictions worsened you compared to a Fighter, but not compared to the Magic-User. Weapon Specialisation loss can be a big deal if the optional rule allowing it is in use in the first place. Typically, it is used. Compared to a straight Fighter, a F/MU [LIST] [*]needs an Int score [*]Loses hit points [*]Gains improved saving throws vs. Rods and Spells [*]Loses weapon specialisation (if the optional rule is in use) [*]Gains extra non-weapon proficiencies (if the optional rules are in use) [*]Uses the to-hit chart one level lower (typically -- it varies of the course of the career) [*]is very restricted in armour (elven chain or magical defences only e.g. bracers, ring, and cloak) [*]can cast spells as if he were a M-U one level lower than the straight Fighter (typically -- it varies of the course of the career) [*]Can use items restricted to M-U [*]Has a cap on level advancement [/LIST] Compared to a straight Wizard, a F/MU [LIST] [*]needs a Str score and can take advantage of a high Con [*]Gains hit points (especially if Con is 17+) [*]Gains improved saving throws in most categories [*]Gains more weapon proficiencies [*]Much better at attacking (6th level Wizard is the equivalent of 2nd level Fighter, 9th is 3rd) [*]Can wear some armour (elven chain) [*]Can use items restricted to Fighters [*]Must be a Mage rather than a specialist [*]Casts spells as if he were a level lower than a straight M-U (typically -- it varies of the course of the career) [*]Has a cap on level advancement [/LIST] [/QUOTE]
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