Irda Ranger wrote:So here's my question: Has your experience been the same? Did you do anything to fix this (if so, what)? Or were maybe we "doing it wrong" and certain oft-overlooked rules keep things balanced and fun even into the highest levels?
greygriffin20 wrote:First edition made a point to try to balance based on over all, Magic users are awesome at 15th level but not so much at first, fighters are awesome at first but pale next to the MU at 15th.
greygriffin20 wrote:But i prefer this to 3rd ed., where you must be a magic user if not you suck.
greygriffin20 wrote:From a Dms standpoint, id tweek a bunch.....monks get better ac, theives have build traps, clerics have a different healing spell that gets progressivly better every other level, and fighters can specialize in a weapon to make them even more awesome.....but then thats when you have to ask is it becomeing too much like 2nd?
The Red Priest wrote:The fun is not "in" the rules.
The Red Priest wrote:Okay.. let's go a different route then and see if we can meet somewhere.
Can you articulate what you *do* like about 1e? Maybe from there I/we could help with some tweaks to get you where you'd like to be?
Grognard wrote:If you're rolling dice, the paladin and ranger are going to be extremely rare.
Grognard wrote:If you're not requiring players to roll stats for their characters, well, the system can't be held to blame if you aren't actually using it as written.![]()
Grognard wrote:I also think you discount the alignment and other restrictions far too much. ... Roleplaying a paladin or ranger is hard.
Grognard wrote:So essentially, you've ditched the prerequisites for ability scores, as well as the restrictions placed upon the classes, and then you're complaining about the different fighter types not being equal?
Grognard wrote:Each of the classes have their strengths and weaknesses. Removing the weaknesses from paladins and rangers, and then complaining that fighters suck in comparison after the fact is silly. Essentially, you are the one who has made the fighter suck in comparison to paladins and rangers. Its not the system's fault.
Grognard wrote:Here you go. Let fighters use spells, turn undead, track their enemies, call a special warhorse, and employ scrying devices, with no restrictions to their alignment, treasure, and so on. Problem solved.
Irda Ranger wrote: Getting lucky on the roll of the dice is something I leave for combat and saving throws (or Las Vegas). Relying on luck to get the character you want isn't something I'm interested in, since it's a result you're stuck with for weeks or months (or years, if you're lucky enough to be in a campaign that lasts that long). Telling someone "Sorry, you can't play the character you want to play. How about a nice 2nd prize?" isn't a good way to start off a relationship.
Irda Ranger wrote: Your tone is light, but they're shitty rules. And yes, I can blame the system for that. Starting a new campaign with "Here's your second-rate character" is piss poor game design. Maybe I could go with 3d6-in-order determining random class and race assignments if they were all equally good choices, but they're not as-written.
Irda Ranger wrote:The role playing restrictions are also not special restrictions either. They are voluntarily assumed, just as I recommend that everyone in my game do. Every player has oaths of fealty, political allegiances and religious obligations - ones that cannot be broken without repercussions. The only difference is that the Paladin and Ranger have theirs spelled out in the PHB, while everyone else's are bespoke. But they're not any heavier or lighter than anyone else's.
Dagger wrote:The ultimate answer for moving to a character-based game (rather than player-based) is to get rid of prequisites and make the classes equal, but it's tough to do!
Dagger wrote:From what I've read, you may want to see what they do with the Pathfinder RPG.
Dagger wrote:Hope that helps!
Grognard wrote:So the fighter sucks because you saddled the class with a bunch of new house ruled restrictions?
Irda Ranger wrote:Grognard wrote:So the fighter sucks because you saddled the class with a bunch of new house ruled restrictions?
Are you being deliberately obtuse? D&D is a role playing game. Expecting all of my players to role play is NOT a house rule. If you aren't role playing you're doing it wrong, and might as well be playing Dungeon Hack or Diablo.
Irda Ranger wrote:Grognard wrote:So the fighter sucks because you saddled the class with a bunch of new house ruled restrictions?
Are you being deliberately obtuse? D&D is a role playing game. Expecting all of my players to role play is NOT a house rule. If you aren't role playing you're doing it wrong, and might as well be playing Dungeon Hack or Diablo.
Irda Ranger wrote:Every player has oaths of fealty, political allegiances and religious obligations - ones that cannot be broken without repercussions.
Grognard wrote:Fighters simply need to play within their alignment, and if they want to be rat bastard mercenaries (perhaps with a neutral or even evil alignment), giving no allegiance to any political or religious institution, they can do so per the rules. There may be undesired consequences during the campaign for being a rat bastard mercenary, but its certainly within the player's purview to play a character like that.
The Red Priest wrote:You do have to ask yourself, as was pointed out earlier: how much tweaking can you do before you're playing another game, or come to the realization that you've tweaking yourself into a game that's already published?
greygriffin20 wrote:AD&D is a roleplaying game that uses game rules for a table top fantasy war game ... i agree that a fighter is boreing but i feel that is because your[sic] playing a game character developed for a non fantasy war game.
greygriffin20 wrote:why not get rid of the fighter?
greygriffin20 wrote:Add the barbarian subtract the "hates magic" side and you have a 4th version of a fighter (i consider a monk a form of fighter rules be damned)
greygriffin20 wrote:next make what i call a footman knight (not a paladin). This is a fighter that excells at nonmounted combat. addtional ac when useing a shield +1 per level every five. + 2 when fighting a mounted enemy (to ac and at), at 7th level can inspire comrades when leading a charge (addtional +1 to attack and no penalty to ac when chargeing but only works if at least two others charge with him).
greygriffin20 wrote:you should look at the fighters handbook from 2nd addition if you dont like the AD&D fighter the mastery/specialzation rules alone balance the different fighters.
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