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What is wrong with race class limits?
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<blockquote data-quote="PapersAndPaychecks" data-source="post: 3262897" data-attributes="member: 28854"><p>And 9th level druids, and you could subtract a level or two if your character was a dwarf, and then you've got to rebalance for the size of the party (7-9 players was suggested as optimal for D1-3, but there's obviously a huge difference between 7 players and 9!) and its number of henchmen and whether the group's got any exceptionally useful magic items and so on and so on ad infinitum ad nauseam.</p><p></p><p>It's a case of "engage brain while deciding your group's ready for this." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>S1's definitely for 14th level clerics and wizards, and works well with higher. See the pregens listing below.</p><p></p><p></p><p></p><p>Well, providing all the demi-humans are thieves or multiclassed, yes.</p><p></p><p></p><p></p><p>No they weren't. WG6 is for 14-19. H1 is for 13-17. H2 is for 16-18. H3 is 17-20. H4 is 18-100. And there were more than a few others in the 10-14 range (CB1-2, RS1, and I think those execrably bad Lankhmar conversions were too.) A fair few for the 9-12s as well (EX1-2, WG5 etc.)</p><p></p><p></p><p></p><p>You're talking as if the S-module series was the high-level one, and that's unwarranted. The high-level ones were called "H". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>No they weren't. You can tell the tournament modules because, like A1-4 or C1-2 or others of their ilk, they have "Tournament" written on the front and a tournament scoring system.</p><p></p><p>It's true that the original characters to play the adventures were included in G1, and in slightly different form, in later printings of D1-2. It's also true that S1 included a wide variety of sample characters. Those were intended to give alternative options to the group, rather than necessarily to say that they were characters that SHOULD be used; and they served as a good benchmark against which to evaluate the actual party.</p><p></p><p>In fact, I think it's fair to say that those 1978-1979 modules were remarkably non-prescriptive about how the group should approach them (own characters, pregens, whatever).</p><p></p><p></p><p></p><p>Let me see now...</p><p></p><p>G1 pregens: Human Mage 12, Human Thief 13, Human Cleric 12, Human Fighter 14, High Elf Fighter/Mage 5/8, Human Cleric 9, Dwarf Fighter 9, Human Mage 9, Half-Elf Ranger 9.</p><p></p><p>3 demihumans out of 9 characters (about the right range). Our dwarf fighter is right on the level cap. Our elf's got a little scope to advance but his fighter abilities are sadly depleted... our half-elf ranger is on the level cap. And the humans are generally a fair bit higher than the demi-humans.</p><p></p><p>S1 pregens: Human Mage 14, Human Cleric 14, Human Paladin 12, Human Ranger 13, Elf Fighter/Mage 5/11, Dwarf Fighter 9, Halfling Thief 11, Dwarf Fighter/Thief 7/8, Human Cleric 9, Half-Elf Cleric/Fighter/Mage 5/7/6...</p><p></p><p>Seeing a pattern here?</p><p></p><p></p><p></p><p>I'm afraid I think you're wrong about this too.</p><p></p><p>The bits of 1e that most people seem to remember best are the S1/GDQ group. They were certainly the best-selling D&D modules ever produced, with some of them edging up towards 100,000 sold. How do you explain their undoubted success and popularity in terms of a system that should have broken several levels earlier?</p><p></p><p></p><p></p><p>Absolutely. Couldn't agree with you more about this. If you want "balance" or "equity", then 1e isn't the game for you.</p></blockquote><p></p>
[QUOTE="PapersAndPaychecks, post: 3262897, member: 28854"] And 9th level druids, and you could subtract a level or two if your character was a dwarf, and then you've got to rebalance for the size of the party (7-9 players was suggested as optimal for D1-3, but there's obviously a huge difference between 7 players and 9!) and its number of henchmen and whether the group's got any exceptionally useful magic items and so on and so on ad infinitum ad nauseam. It's a case of "engage brain while deciding your group's ready for this." ;) S1's definitely for 14th level clerics and wizards, and works well with higher. See the pregens listing below. Well, providing all the demi-humans are thieves or multiclassed, yes. No they weren't. WG6 is for 14-19. H1 is for 13-17. H2 is for 16-18. H3 is 17-20. H4 is 18-100. And there were more than a few others in the 10-14 range (CB1-2, RS1, and I think those execrably bad Lankhmar conversions were too.) A fair few for the 9-12s as well (EX1-2, WG5 etc.) You're talking as if the S-module series was the high-level one, and that's unwarranted. The high-level ones were called "H". ;) No they weren't. You can tell the tournament modules because, like A1-4 or C1-2 or others of their ilk, they have "Tournament" written on the front and a tournament scoring system. It's true that the original characters to play the adventures were included in G1, and in slightly different form, in later printings of D1-2. It's also true that S1 included a wide variety of sample characters. Those were intended to give alternative options to the group, rather than necessarily to say that they were characters that SHOULD be used; and they served as a good benchmark against which to evaluate the actual party. In fact, I think it's fair to say that those 1978-1979 modules were remarkably non-prescriptive about how the group should approach them (own characters, pregens, whatever). Let me see now... G1 pregens: Human Mage 12, Human Thief 13, Human Cleric 12, Human Fighter 14, High Elf Fighter/Mage 5/8, Human Cleric 9, Dwarf Fighter 9, Human Mage 9, Half-Elf Ranger 9. 3 demihumans out of 9 characters (about the right range). Our dwarf fighter is right on the level cap. Our elf's got a little scope to advance but his fighter abilities are sadly depleted... our half-elf ranger is on the level cap. And the humans are generally a fair bit higher than the demi-humans. S1 pregens: Human Mage 14, Human Cleric 14, Human Paladin 12, Human Ranger 13, Elf Fighter/Mage 5/11, Dwarf Fighter 9, Halfling Thief 11, Dwarf Fighter/Thief 7/8, Human Cleric 9, Half-Elf Cleric/Fighter/Mage 5/7/6... Seeing a pattern here? I'm afraid I think you're wrong about this too. The bits of 1e that most people seem to remember best are the S1/GDQ group. They were certainly the best-selling D&D modules ever produced, with some of them edging up towards 100,000 sold. How do you explain their undoubted success and popularity in terms of a system that should have broken several levels earlier? Absolutely. Couldn't agree with you more about this. If you want "balance" or "equity", then 1e isn't the game for you. [/QUOTE]
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