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What Constitutes "Old School" D&D
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8677144" data-attributes="member: 82106"><p>Right. I think that ethos has its merits. I'm not that into playing in that style TBH, but I can at least acknowledge that they're doing something and they have some thought behind it. Your point about the cleric is a good one too. I understand that was a Dave Arneson Blackmoor 'patch', but it was certainly indicative of the general Arneson/Gygax 'brewing stuff up' mentality and how if you wanted some new abilities you simply added a class or whatever. </p><p></p><p>I always thought the better way to go with wizards would have been to make each one pretty specialized and locked into just a very few personalized spell options from the start (like maybe call it your 'demon pacts' or something kabalic like that). Actually I have an old supplement some guy printed up which does that. You get an interesting character, and your powers can 'progress' with time, but generally outright fighting is not a strength of his classes. A few of them can do some nasty stuff, but handling an orc is generally not part of the shtick. Of course that kind of design always runs into the possibility of stepping on existing classes, but so does any other new class design...</p><p></p><p>To me, that kind of 'brewing up stuff' is the real old school style!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8677144, member: 82106"] Right. I think that ethos has its merits. I'm not that into playing in that style TBH, but I can at least acknowledge that they're doing something and they have some thought behind it. Your point about the cleric is a good one too. I understand that was a Dave Arneson Blackmoor 'patch', but it was certainly indicative of the general Arneson/Gygax 'brewing stuff up' mentality and how if you wanted some new abilities you simply added a class or whatever. I always thought the better way to go with wizards would have been to make each one pretty specialized and locked into just a very few personalized spell options from the start (like maybe call it your 'demon pacts' or something kabalic like that). Actually I have an old supplement some guy printed up which does that. You get an interesting character, and your powers can 'progress' with time, but generally outright fighting is not a strength of his classes. A few of them can do some nasty stuff, but handling an orc is generally not part of the shtick. Of course that kind of design always runs into the possibility of stepping on existing classes, but so does any other new class design... To me, that kind of 'brewing up stuff' is the real old school style! [/QUOTE]
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