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13 months ago ::
May 29, 2012 - 3:13AM
#1
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Now I'm not saying the whole 1e/2e level limits, but I would like the 'feel' that D&D had back when Halfling Paladins riding War Dogs weren't charging Dragons in the knees-cap (silliness I tell you).
Thanks, for the consideration, at least as an optional 'traditional D&D feel' game.
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13 months ago ::
May 29, 2012 - 3:22AM
#2
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Date Joined:
Apr 20, 2007
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To be honest, I think all that's needed here is a single line in the DMG: The DM has final say over what race/class combinations in the game. Given that the above is something that is so driven by personal taste, you'd only end up causing even more edition waring than there already is.
Besides, there is something about Halfling Paladins that makes me smile (blame Mazzy Fentan). I do understand what you mean about the War Dogs though.
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13 months ago ::
May 29, 2012 - 3:27AM
#3
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To be honest, I think all that's needed here is a single line in the DMG: The DM has final say over what race/class combinations in the game. Given that the above is something that is so driven by personal taste, you'd only end up causing even more edition waring than there already is.
I would like to see that line actually say - for 1e/2e Halflings: Fighter, Thief, and I think Druid in 2e? Rather than - argue with your DM until one of you gives in...
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13 months ago ::
May 29, 2012 - 3:32AM
#4
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Date Joined:
Jan 27, 2010
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Now I'm not saying the whole 1e/2e level limits, but I would like the 'feel' that D&D had back when Halfling Paladins riding War Dogs weren't charging Dragons in the knees-cap (silliness I tell you).
Thanks, for the consideration, at least as an optional 'traditional D&D feel' game.
If anyone else than the DM should have the decission on that subject, it would be up to the CAMPAIGN MODULE that your group has decided to play in.
Example: It could be that in the DARK SUN setting, that hafling paladins on war dogs isnt something that exists. But it could also be that it there were a whole country of them in FORGOTTEM REALS.
I dont support this idea though, i think it is to narrow and personal taste for my "taste" (hehe ironic).
But if its going to be implemented to the game, it should be in a section of the "insert campaign settings" guide book.
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13 months ago ::
May 29, 2012 - 3:35AM
#5
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Date Joined:
Sep 25, 2007
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I think a method, one hinted at by by Mike Mearls' recent blog post regarding some dice differences on the playtest character sheets from the packet rules, of rewarding people playing the "classic combos" of race and class is a better way to go about this than to actually say "no" to the so called silly options...
You don't like halfling paladins, fine... I don't either. If Humans get a higher hit die or an AC boost while playing a paladin... then many players are going to lean toward human as their race when they choose to play a paladin.
Much like in the playtest the dwarf fighter (a classic combo) has a higher hit die than normal, the dwarf cleric of moradin (another classic) has a higher AC than he "should", and both deal greater damage with their hammer or axe because those are the classic "dwarf weapons."
Careful, man. That much logic might be illegal on the internet. - Salla
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13 months ago ::
May 29, 2012 - 3:39AM
#6
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Date Joined:
Apr 20, 2007
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Well, I think that any resitrictions on what races, classes and class/race combos are allowed in a game should be set up by a GM from the start of a campaign, and players shouldn't really be so sold on a character concept before they know this.
I mean, if the GM turns around to me and says: this is a classic style D&D game, endulging in all the fantasy clichés to the hilt, I'm not going to be set on generating a Dwarven Wizard. Similarly none of my players decided that they would create a Warforged Cleric in my Dark Sun game.
But having the restrictions set in stone would make those characters far less likley for any campaign. I mean, yeah people could (and would) ignore them, but I'd rather the default came down on the side of freedom rather than restriction.
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13 months ago ::
May 29, 2012 - 6:20AM
#7
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Now I'm not saying the whole 1e/2e level limits, but I would like the 'feel' that D&D had back when Halfling Paladins riding War Dogs weren't charging Dragons in the knees-cap (silliness I tell you).
Thanks, for the consideration, at least as an optional 'traditional D&D feel' game.
Feel free to add any racial class restrictions you like *at your gametable.*
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13 months ago ::
May 29, 2012 - 6:38AM
#8
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Date Joined:
Aug 17, 2007
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I think a method, one hinted at by by Mike Mearls' recent blog post regarding some dice differences on the playtest character sheets from the packet rules, of rewarding people playing the "classic combos" of race and class is a better way to go about this than to actually say "no" to the so called silly options...
You don't like halfling paladins, fine... I don't either. If Humans get a higher hit die or an AC boost while playing a paladin... then many players are going to lean toward human as their race when they choose to play a paladin.
Much like in the playtest the dwarf fighter (a classic combo) has a higher hit die than normal, the dwarf cleric of moradin (another classic) has a higher AC than he "should", and both deal greater damage with their hammer or axe because those are the classic "dwarf weapons."
This is what I want to see, too. It incentivizes D&D's traditional race/class notions and tropes without restricting access to non-traditional combinations that players might find compelling for their own idiosyncratic reasons.
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13 months ago ::
May 29, 2012 - 6:53AM
#9
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Adding racial/class restrictions back into the game would be something that would honestly drive me away from it, and I believe I would not be the only one.
I support the idea of rewarding traditional combinations, but I vehemently oppose the idea of actively restricting player choice in this manner. To me, one of the great ideas of third edition was allowing any player to play any class.
To me, it restricts the feel of everything as a whole if you say "Dwarves can't be wizards." Suddenly there's an entire element of society that cannot exist. No isolated dwarven wizard who specializes in some form of gem magic, etc. I'm fine with "Dwarves are rarely wizards." That's cool. I still have the option as a DM to put a Dwarven wizard in the game, and my players still have the option to play one.
In short, I see absolutely no benefit whatsoever to actually saying that certain races can and cannot be certain classes. Saying you view something as silly is a valid opinion, but it is only an opinion, and I personally, want game decisions to be based on facts, and not someone's personal viewpoints. Otherwise, I could say that I want the base D&D setting to be Ravenloft, because that was my favorite one, and everyone else should have to live with it. It's a valid opinion, but there is no facts to back it up, and it's obvious that it's a better option for my to have my games set in Ravenloft and let everyone else have their base setting be a traditional fantasy one that they can adapt how they please.
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13 months ago ::
May 29, 2012 - 7:29AM
#10
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Date Joined:
May 18, 2002
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Why would anyone want this, apart from the raw hubris of mandating arbitrary flavor?
There is a Dwarf Cleric in the playtest. Those were not allowed in 1E.
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