As many of you probably know SSI had made a lot of D&D computer games maybe 10-15 years ago. They had storylines, "journal entries" (flavor text in the manual which the game referred to), NPCs, but their heart and soul was really a D&D combat simulator. All sorts of D&D rules were implemented and if your party was ever wiped out or half the party members died you were plain and simpled screwed. There was no benevolent DM intervention to "keep the story going".
I've found a really old .txt version of the manual for one such game set in the Dragonlance setting and it's been entertaining me. They went and tried to implement various things that are grounded in rules but which are supposed to be in-character stuff (i.e. knights of the sword and knights of the rose have to tithe the vast majority of their take whenever they stop at an outpost, so I assume that they just automatically lose heaps of money whenever they go into town) and yet there's stuff in the manual they're telling you to do which is so munchy and so not believable in terms of role playing.
| QUOTE |
Building a Successful Party Forming a strong and adaptable party is a key to success in CHAMPIONS OF KRYNN. You may place up to six Player Characters in your party. It is recommended that you use all six characters. A smaller party is less powerful and more likely to be eliminated by your enemies. In choosing which characters to include in the party, it is wise to include a variety of classes: clerics, mages, thieves, and fighters. At least one party member should be a kender so you may taunt (yell) in combat and some adventures may only be completed if the party includes a knight. One suggested sample party includes: One Human Knight One Human White Mage One Dwarf Ranger One Kender Cleric of Mishakal/Thief One Qualinesti Elf Cleric of Shinare/Fighter/Red Mage One Human Cleric of Majere Another suggested sample party includes: One Human Knight One Silvanesti Elf Cleric of Mishakal/Fighter/White Mage One Half-Elf Ranger/Cleric of Majere One Qualinesti Elf Cleric of Shinare/Fighter/Red Mage One Kender Cleric of Kiri-Jolith/Thief One Qualinesti Elf Fighter/Red Mage Why these guys? CLERIC/FIGHTER/MAGE The cleric/fighter/mage is the ultimate multi-purpose character. A cleric/fighter/mage can cast both mage and cleric spells while wielding the armor and weapons of a fighter. The main disadvantage of the cleric/fighter/mage is that, as a triple-class character, they advance in levels quite slowly. FIGHTER/MAGE The fighter/mage may cast spells while wearing armor. This split class can fight as well as a fighter and receives more HP than a pure mage. -- Page 10 -- CLERIC/THIEF A cleric/thief has more HP and a better armor class than a pure thief. As a cleric, the cleric/thief can cast healing and support spells, allowing the character to perform double duty as both the party thief and additional healer. The thief status permits the powerful back stab attack which is described in the Combat section. CLERIC A cleric is essential for healing the party after an engagement. The most efficient way to heal is to Encamp and select FIX (you can issue this command several times while encamping). Fix works as follows: If a cleric is in the party, all available cure spells are cast until characters are healed. If the party has taken more damage than clerics have cure spells, the fix option may be used again. When fix is used, characters at the top of the list will be healed before the characters below them. If a cleric is not in the party, HP may be recovered through rest (1 HP per 24 hour period), potions or Temple services. RANGER Rangers normally start the game with more HP than other fighter types. They do extra damage versus giant type monsters. KNIGHT Knights are powerful fighters and are necessary to complete some quests. There are some magic items that may only be used by knight characters. MIXED CLASS Mixed class characters in general are very valuable for their many skills and are worth the slower rate at which they will advance in levels. |
In reality though being a fighter/mage/cleric is a great plan because for the same amount of training you got to be like 6/6/6 and the pure mage was only level 8 in his discipline.
Though in normal D&D a fighter/mage was lumbered with not being able to cast spells in armour.
I disagree with you about multiclassing. If we fast foward to D&D 3rd ed, the concepts that rule the roost are single class Wizard/Druid/Clerics, and the fighters need to multiclass like a Ritalin popping 8 year old to have any chance of keeping up.
One of my favorite D&D games is Eye of the Beholder, which is an earnest attempt to create a real-time 3D representation of D&D dungeon crawling and combat.
Unfortunatly, due to the real time 3D nature of the game, mages are totally useless and clerics are only good for certain buffs, which aren't particularly useful, and downtime healing, which can be accomplished via a great deal of rest. It just takes too long to open the spell menu and choose one in combat. And because XP tends to be handed out sparingly at lower levels of the dungeon, multi-classed characters are at an extreme disadvantage. In fact, the ultimate combat party in Eye of the Beholder consists of four Dexterity 18 halfling thieves dual-wielding +3 rocks because very few enemies have ranged attacks and those few ranged attacks that you will face are easily sidesteped (Enemies, meanwhile, can't sidestep). This presents the rather absurd scenario of four halflings pelting a fearsome Beholder that commanded an entire dungeon full of minions, ran a far-reaching criminal conspiracy, and threatened to conquer or destroy the entire city of Waterdeep to death with rocks. While sidesteping all of his eyebeams and taunting him about it.
This is made even funnier by the fact that the in -game text and strategy guides make a huge deal about the fact that the only way to defeat the beholder is to use a unique magic wand made from one of it's eyestalks that only worlk against it, but attempting to kill it with the wand (by pushing it back into one of its own traps, the wand doesn't actually do any damage) will almost certain result in many PC deaths if not a TPK, which the halflink thief sidestep technique works perfectly every time.
hmm thats odd, its been a long time since i've had an early edition dnd book, but i seem to remember that cross classed characters like that still had to abide by any absolute restrictions (like the clerics) but like i said, its been a long time....
| QUOTE (Cthulhudreams) |
| In reality though being a fighter/mage/cleric is a great plan because for the same amount of training you got to be like 6/6/6 and the pure mage was only level 8 in his discipline. |
| QUOTE (Wounded Ronin @ Oct 2 2007, 05:59 PM) | ||
For me, this suggests something of a logical or conceptual flaw with the way EXP levels work. The reason that the triple multiclass character isn't far behind the singe class character is because of how the EXP required to level up gets bigger and bigger as you go up in levels while the amount of potency you gain from just one level isn't very much, especially if you're a fighter. There's a serious point of diminishing returns as you go up in levels. |
That seems to be a very good explanation, Cthulu.
So it would seem that if somebody wanted to revise D&D to make a straight up fighter "balanced" on some level with a magic-using multiclass, that person would have to change the level advancement scheme for fighters so that the amount of bonuses a fighter gained for going up a level were roughly equivalent with the amount of EXP required for that level. For example, going from level 1 to level 2, requiring very little EXP, might only net that +1 to hit and 1d8 plus hitpoints, but going from 35 to 36, requiring IIRC millions of EXP would provide a very large to-hit bonus, a very large increase to HP, and perhaps some additional special abilities related to Conanesque hardassery such as a certain degree of damage resistance.
The way I see it it's the Sonny Chiba asian cinema hero paradigm; this actually works pretty well with the original 1970s backdrop of D&D and especially well when we consider the hardcore orientalism of Oriental Adventures 1st ed. If a fighter reaches truly epic levels of power his skills have transcended the physical levle and are now broaching the wishy-washy pseudophilosophical level. I can see a fighter on the level of a mythical hero developing all sorts of supernatural-seeming abilities drawn from a variety of folk tales, mythological legends, movies, and things like that. Some ideas for powers fighters might gain which aren't technically magical but which would make them not get totally left behind by the multiclassed Fighter/Cleric/Mage.
*Zen-like mastery of the cosmic essence of swinging a blade allows the fighter to injure supernatural beings as though he were wielding a +X weapon, and there could be a series of these bonuses with bigger and bigger net +Xes as levels go up. The fighter has learned how to cut the Buddha he encounters on the road in half. Or, to quote a Sonny Chiba film where he plays the role of Yagyu Jubei and has to contend with a demonic Shiro Amakusa, "If you swing at a demon, it will be cut. If you swing at a devil, it will be cut!" A maximum level fighter perhaps can at least injure an immortal although there's no guarantees about actually winning that battle.
*If a fighter's level becomes high enough he causes Fear like some monsters do. This is due partially to reputation but also due to the fact that the person looks superhumanly scary and murderous when you look in his eyes. You think for a moment you've just glimpsed the reaper.
*Hard-as-nails heroes who take inordinate amounts of punishment but just keep on hanging in there are a cliche of modern action cinema. Look at Sonny Chiba, Arhnold in Conan the Barbarian, or even Die Hard. If a fighter becomes a very high level he can gain various degrees of damage resistance. If he's reduced to zero hitpoints or below he's got a certain % chance of falling to the ground apparently defeated but somehow still retaining 1 hitpoint. Maybe this % gets bigger as the level goes up.
*Philosophical kensai-cowboys and fearless samurai are portrayed in legends as having superhuman self-control and universla perspective which allows them to transcend ordinary difficulties and fears. High level fighters get very good saving throws against magical illusions, fear effects, and various other saving throws.
i dunno, i see a lot of good builds that have a lot of levels of fighter. sure, straight-up fighters are rare, because the fighter class is mainly good for getting a lot of feats in very short order--it's basically designed to be multiclassed out of. that puts it in a much better place than, say, the sorcerer, who you basically have to be retarded not to multiclass out of at the first opportunity. sorcerers get spell progression and a familiar--and that's it. multiclassing into a PrC with full spell progression nets you all the cool stuff a sorcerer gets plus whatever cool abilities the PrC itself bestows. sorcerers are way, way crappier a class than fighters.
Which is the core issue that's either good or bad (depending on how you view classes) about the 3.x edition multiclassing rules compared to previous ones.
When there are classes that are just plain better or undeniably worse than other classes, something is either very wrong or it's just "how it's meant to be played" and you've got to just accept that not all classes are equal, so not all levels are equal, so not every experience point is created equal, so the level based system is fundamentally flawed as a means of gauging power level and experience.
The best builds are second ninja-foo multiclasses (remember, you can't single-class a ninja). It's the second one, because the first one always gets found out as a ninja, loses 40 (or 60?) points of honor, and commits seppuku.
~J
| QUOTE (Kagetenshi) |
| The best builds are second ninja-foo multiclasses (remember, you can't single-class a ninja). It's the second one, because the first one always gets found out as a ninja, loses 40 (or 60?) points of honor, and commits seppuku. ~J |
WR, one thing you failed to mention in your OP is that the rules for nearly all SSI D&D games (which were 2nd edition btw) is that they ENFORCED level limits.
So sure, you could have that F/M/T and the F/M/C but you'd be limited to level 8 or 10 as a fighter, 12 as a mage, and 16 or 18 as a Thief.
Oh and your exp is divided by 3 even if you max out one class and can no longer advance.
The last time I played the Dragonlance SSI games, my multiclass characters were maxed out in short order (shortly after I imported them into the 2nd game of the trilogy) while my single class characters continued to grow in power. My Knight of the Rose was level 40 in the 3rd game and she was a beastly tank. My FMT & FMC both had issues with survivability despite having the best possible stats and gear. They simply lacked the staying power due to level restricting HP gain.
Also, Clerics of Kiri-Jolith were allowed to use edged weapons as a bonus from their deity. I believe Clerics of Paladine could do the same. Not every cleric has the same restrictions on usable weapons.
BTW, iirc the differential between single class vs 2x multiclass vs 3x multiclass was single vs 2x, the single would typically be +3 levels. Such that a 5/5 Fighter / Mage would have about the same exp as a level 8 mage. The triple class character would be around 3/3/4 with the single class being around level 8 or so.
That's what made a lot of difference in 2nd edition in terms of power. Level restrictions based on demihumans (what non-humans were called). Which was a tad incongruous as Elves were supposed to be the masters of magic yet had level limits that Humans did not...
But in honesty, there are several restrictions that your OP glossed over or flat out didn't mention. These things you wouldn't notice unless you played the games. The manuals were less than... complete.
But talking about the Dragonlance Trilogy SSI games makes me want to go home and fire them up (yes I still have them and they do work nicely under XP Pro SP2).
Thanks for the heads-up. Shoot man, it makes me wonder if I should start over having only single class characters so as to be in good shape towards the end of the story arc, when you put it that way. I could catass power-level in the very beginning of the game to overcome the initial suckitude of single-class characters...
| QUOTE (darthmord) |
| That's what made a lot of difference in 2nd edition in terms of power. Level restrictions based on demihumans (what non-humans were called). Which was a tad incongruous as Elves were supposed to be the masters of magic yet had level limits that Humans did not... |
| QUOTE (Kagetenshi) | ||
Imagine you're a thousand-year-old Elf who has been sitting at the level cap for the last eight hundred years. Now you see this human upstart about to pass you after only forty. A quick word with your thousand-year-old Elf mage buddies, an evening of work, and suddenly there isn't any human upstart anymore. And that's how you keep a reputation going. ~J |
Eh, I can see that approach, but I think it makes more sense this way—being a different race means your "Ideal Form" (which of course is a human) is modified in some way, so it's a set of adjustments to your base nature. Your class is just what you do, or what you're suited to do.
An argument that's somewhat weakened by the fact that hit dice are based on class, but what're you going to do.
~J
I still own Strahd's Possession, Stone Prophet, and Menzoberranzen. Great games.
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