What should have been included in 1E's UA that wasn't in there?

Foster, there is a huge difference between a barbarian not being allowed to use ANY magic or associate with magic users until high level and a cleric using a non-edged weapon (taking an oath not to draw blood), or an MU not being trained to use swords (which is perfectly logical and most DMs do allow an MU to pick up a sword (not carry one around mind you) but they have the penalty to hit). I think you are comparing apples and oranges here.

The idea that an barbarian would knowingly throw away a +2 ring just because he finds out down the line its magical (when someone casts detect magic) is just rediculas (it hadn't bothered him before, so why now? He doesn't feel any different.) :confused:

Foster, Notice the MM Beserker (obviously an early example of barbarians) has no such fear of magic restrictions. Thats the template people should use IMO, esp. when you consider all the other "off" stuff presented in Dragon and UA during that time. I have nothing wrong with suggesting the Barbarian fear magic (infact, Conan did), my problem arises with the extreme position taken by the author absolutely banning it. Half of the fun of AD&D was finding cool magic, and every class could use it.

dcas, the paladin has to be good, yes. And he'd do his utmost to save innocents. But its up to the player to determine whats an impossible risk and if he wants to take it, and how he wants to take it. A low level paladin won't loose his paladinhood if he runs from a red dragon wiping out some villagers say (esp. if he intends to deal with it later). Good is not stupid. However, the same can't be said for the cavilier as presented, taking on impossible odds isn't the problem, its being free to run to fight later on with a better chance thats the problem. Why not say, "the cavilier is honor bound to fight the battle, but if he has obviously no chance of winning he might retreat and regroup to continue the battle when he won't be needlessly throwing his life away. dcas, consider this: the player controlling the cavilier is asked to be suicidal, the player controlling the Paladin is not. The paladin who runs from a direct assult by overwhelming forces, and then kills that same force later on during an ambush is not only a superior player, he is also a more effective paladin and thus a greater force of good. The same would be true for the honor bound cavilier completing the mission for his king and country.

Anyhow, the point of FRPGs is to role play (ie for players to make choices from a set of options...thats the fun part). Both the absolute magic restriction of the barbarian and the absolute suicidal code of the caviliear interfere with this fundamental concept. They are rules that undercut the foundation of the game. They work as NPC classes perhaps, but not as PCs. At least that has been my experiance when attempting to use these classes back in the day. ;)
 

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tx7321 said:
The idea that an barbarian would knowingly throw away a +2 ring just because he finds out down the line its magical (when someone casts detect magic) is just rediculas (it hadn't bothered him before, so why now? He doesn't feel any different.) :confused:
The barbarian has an innate detect magic ability . . . the short hairs on his neck go prickly and and he realizes the sword is enchanted. "Witch-crafted blade, begone!"

**************

I always thought the Cavalier should have remained a Fighter sub-class (it was made a separate class just so Paladins could be a sub-class of it, IMO) and that the Barbarian should have been a separate class (retaining the character creation method from its first appearance in Dragon). The Barbarian could have then had sub-classes, like Shaman or Berzerker.

Of course, a Barbarian class wasn't necessary to have barbarian characters in a campaign, as Quasqueton notes . . . a fighting-man with a "barbarian" outlook and appropriate secondary skills could handle it just fine. This goes for most other character concepts, as well.
 
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tx7321 said:
dcas, consider this: the player controlling the cavilier is asked to be suicidal, the player controlling the Paladin is not. The paladin who runs from a direct assult by overwhelming forces, and then kills that same force later on during an ambush is not only a superior player, he is also a more effective paladin and thus a greater force of good. The same would be true for the honor bound cavilier completing the mission for his king and country.
I strongly doubt that a paladin would be engaging in ambush tactics.

And the cavalier is not asked to be suicidal, he is asked to abide by a code of honor. If he can't do it, he can't -- and he becomes a fighter, end of story.

As an historical example of a cavalier, think a mediaeval crusader or Emperor Constantine XI Palaiologos.

Anyhow, the point of FRPGs is to role play (ie for players to make choices from a set of options...thats the fun part). Both the absolute magic restriction of the barbarian and the absolute suicidal code of the caviliear interfere with this fundamental concept.
No they don't. The choices are still up to the players, but there are consequences to those choices.

If you want choice without consequence, then you ought to play a chaotic neutral fighter.
 
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Lanefan said:
Originally Posted by Tuzenbach
PS: What's a mountebank?
Another type of performer, I think.

F(everybody's)I, here's Gygax's description of the mountebank class, along with the other never-published classes, from Dragon #65:
Gary Gygax in Dragon #65 (Sept 82) said:
CLERIC — Mystic: This subclass of clerics is concerned more with prediction and detection than are other sorts of clerics. All mystics are of Good alignment, although they can be chaotic, neutral, or lawful within the Good alignment. As with other sorts of clerics, mystics would have seven levels of spells, but most would be of the sort to divine or detect. However, some new spells, and some very powerful upper-level spells, are planned.

MAGIC-USER — Savant: This sub-class of magic-user specializes in knowledge, understanding, and arcane subjects. Thus, as do mystics, savants possess a fair range of detection spells. Although they know many standard sorts of spells as well, savants have many new magics in the nine levels of spells possible for them to employ. Savants, can use spells common only to clerics and druids, and at higher levels savants can read and employ scrolls of all sorts. Because of the scholarly aspects of this proposed class, elven and half-elven savants are envisioned as being able to progress several levels higher than if they were normal magic-users; i.e., 14th or even 16th for elves, 10th or 12th for half-elves. Savants can be of any alignment.

THIEF — Mountebank: This sub-class of thief specializes in deception, sleight of hand, persuasion, and a bit of illusion. These factors, together with speed, are what the mountebank relies upon. However, disguise and theatrics also provide valuable tools of the trade to this class, so that one might never know one has been had by this class.

JESTER — Rob Kuntz, in his currently unpublished module, The Tower of Zaeen, has included a jester. A recent DRAGON™ Magazine (issue #60) also included the jester as an NPC class. Because I have also considered the jester as an actual class for the game, I have not as yet read either description. Jesters, as I envision them, can be of human, gnome, or halfling race. (Elves could never permit themselves to be so debased; dwarves are far too serious and just plain humorless.) Alignment is as desired by the player. A jester would have a combination of verbal, magical, and acrobatic skills which allow the class to be viable even though there is no great power. Verbal skills would enable the character to influence many creatures toward kindliness, humor, forgetfulness, thoughtful consideration, irritation, anger, or even rage. Magical skills would have to do with jokes and tricks — sort of a directed wand of wonder with some magic-user spells and illusionist magic tossed in. Acrobatic skills would be mainly tumbling and juggling, with some magic tossed in there as well. Level titles are: Wag, Punster, Masquer, Harlequin, Clown, Juggler, Buffoon, Fool, Joker, Jester. Powerful at its upper levels. the class will be less than popular with fellow adventurers, I suspect, so that jesters will frequently have enemies and travel alone. . . .
 


Gentlegamer said:
The Barbarian could have then had sub-classes, like Shaman or Berzerker.

I agree that a "barbarian shaman" PC class would have been useful -- especially if one wanted to run an all-barbarian campaign. A combination of barbarians, shamans, berserkers, and hunters (cited by T. Foster above) would be especially cool.
 

Gentle Gamer: "The barbarian has an innate detect magic ability . . . the short hairs on his neck go prickly and and he realizes the sword is enchanted. "Witch-crafted blade, begone!"

OK where is this coming from? What mythology from history creates this impression.
 

THIEF — Mountebank: This sub-class of thief specializes in deception, sleight of hand, persuasion, and a bit of illusion. These factors, together with speed, are what the mountebank relies upon. However, disguise and theatrics also provide valuable tools of the trade to this class, so that one might never know one has been had by this class.

Ah! This sounds much like the "Knave" class I'm working on. Basically, it's a fellow who "pretends" to be other classes and, depending upon his charisma score and your dice roll, his cure light wounds spell might actually work on you!
 

tx7321 said:
Gentle Gamer: "The barbarian has an innate detect magic ability . . . the short hairs on his neck go prickly and and he realizes the sword is enchanted. "Witch-crafted blade, begone!"

OK where is this coming from? What mythology from history creates this impression.
The source literature. Conan, Fafhrd, Kothar, Thongor -- seemingly all of the "barbarian" characters of swords & sorcery fiction had some sort of an innate ability to detect "witchcraft" and "unnatural" things, so as to better fight/destroy them.

You're looking at it wrong to say that the AD&D barbarian doesn't use magic because he's "afraid" of it -- he doesn't use it because he hates it, it's unnatural, and unmanly, and ultimately destroys all those who rely on it too heavily. And unlike weak city-dwellers the barbarian doesn't need magic to succeed, because he gets naturally what other characters need to use magic to get (extra hp, better AC, better saves, faster move rate, faster healing rate, ability to jump, climb, and hide, ability to detect ambushes and sneak attacks, ability to damage "enchanted" creatures, ability to see through illusions, etc.). I don't have the books in front of me to dig through for quotes, but I'm almost certain there are passages in Gardner Fox's Kothar books (which are, IMO, as probably closest in feel to "D&D" of anything in the pre-D&D canon) that say more or less exactly that.
 

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