Author Topic: Multi-classing  (Read 5497 times)

Legacy_Weiser_Cain

  • Newbie
  • *
  • Posts: 3
  • Karma: +0/-0
Multi-classing
« Reply #135 on: August 01, 2011, 04:15:16 am »


               I love multiclassing and a dip in a class, say monk is fine in my book, it even works in character, say you spent a summer learning to focus and throw a punch without leaving yourself open to getting stabbed in the guts.
People that don't like it should just not do it and TRY NOT TO RUIN THE FUN OF OTHERS.
               
               

               
            

Legacy_WebShaman

  • Hero Member
  • *****
  • Posts: 1390
  • Karma: +0/-0
Multi-classing
« Reply #136 on: August 01, 2011, 01:50:03 pm »


               From the Wiki :

Epic spells are obtained by taking the associated feats after obtaining either epic status in a primary spellcasting class or level 15 in the pale master class. These spells require a certain number of spellcraft ranks in order to be learned.


So the Fighter 39/Wiz 1 can't cast Epic Spells, obviously.  I am sure MM was just using that as an example to compare it with the SD level 1 getting HiPS.  Though one could re-edit it, of course, so that it was possible.

Still, there is the Pale Master conundrum.

@ Weiser_Cain - nobody here is trying to "ruin the fun of others".  You will notice that none of what is being discussed here is being "forced" on anyone.  What you do in a SP game is your business.

We are also expressing opinions here - as you are.  

And there is obviously a HUUUUUGE difference in a Monk 1/Cleric 1 and a Monk 1/Cleric 39 - being that the first one does not have SPs to burn (re: do a massive skill drop in Tumble, Discipline), whereas the latter can.

This is obviously not what you have described - being that you have really only described the "first case" and not the second one.  So yes, in the first example, it works as you have stated and is in character.  In the second, however, it does not and therefore is not in character.

Normally, in the PnP version of the game, it is not possible to do a massive skill point drop (one cannot "save up" skill points).  This echoes reality, as it is also not possible to "save up" one's skill points (assuming there was such a thing in the first place, of course! '<img'> )  Instead, such gets applied as one goes along, as one gets them.  This is how the PnP version of the game works, btw.
               
               

               
            

Legacy_Gregor Wyrmbane

  • Sr. Member
  • ****
  • Posts: 324
  • Karma: +0/-0
Multi-classing
« Reply #137 on: August 01, 2011, 05:52:29 pm »


               

WebShaman wrote...

Normally, in the PnP version of the game, it is not possible to do a massive skill point drop (one cannot "save up" skill points).  This echoes reality, as it is also not possible to "save up" one's skill points (assuming there was such a thing in the first place, of course! '<img'> )  Instead, such gets applied as one goes along, as one gets them.  This is how the PnP version of the game works, btw.


NWN is NOT PnP. Nor do I believe the folks at Bioware who created the game ever intended for it to be. It's a computer game that is "based" on the 3.0 rule set of D&D.

As is evident by the fact they were never published with the game manual that comes with NWN, there were never any "rules" set, or implied, by the game creators other than those that are hard coded into the game engine. It actually states that in the game manual, btw. The only way to add to, or change those hard coded rules, is to do so by scripting. That then falls under the category of "house rules". The nice thing about "house rules" is that if you don't like or agree with them, you don't have to play at that "house". 

So, fortunately for all of us, multi-classing and skill point dumping are soley up to the discretion of the player, until the player decides to play at someone else's "house". 
               
               

               


                     Modifié par Gregor Wyrmbane, 01 août 2011 - 05:33 .
                     
                  


            

Legacy_Guest_Lowlander_*

  • Sr. Member
  • ****
  • Posts: 432
  • Karma: +0/-0
Multi-classing
« Reply #138 on: August 01, 2011, 06:28:09 pm »


               

WebShaman wrote...

And there is obviously a HUUUUUGE difference in a Monk 1/Cleric 1 and a Monk 1/Cleric 39 - being that the first one does not have SPs to burn (re: do a massive skill drop in Tumble, Discipline), whereas the latter can.


I think there is unanimous agreement that the NWN game mechanics are not perfect.  But IMO they are perfectly servicable.

Cheese like the above would be the result of the play environment. The mechanics do enable such cheese, but if you were playing on slow leveling server, then you would likely never see anything like that as it would take months/years to reach level 40 and it would be utterly pointless to wait that long for a skill dump.

Play on a powergaming, instant or weekend long rise to level 40 and you encourage this and other cheese.

I have no problem with the mechanics, because when you encourage cheese you get cheese. It is that simple, most people drawn to the cheese servers expect this, so there are likely few complaints.

Now if you play on Pre-Epic (level 20) capped, slow levelling server, you will see an absolute minimum of cheese and the closest thing to an Old school PnP D&D experience. Multiclassing tends to be tamer because with only 20 levels, Fighters will be wanting to maximize their BAB, and Casters will be wanting to max their spell casting and no one wants to wait till level 20 (months) to do a massive skill dump. When I played on such a world there were many pure Rangers, pure rogues, pure monks, pure clerics, pure wizards...

The mechanics will never be perfect, but the environment can make all the difference in the world while barely touching the mechanics.
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Multi-classing
« Reply #139 on: August 01, 2011, 09:11:22 pm »


               

Lowlander wrote...

WebShaman wrote...

And there is obviously a HUUUUUGE difference in a Monk 1/Cleric 1 and a Monk 1/Cleric 39 - being that the first one does not have SPs to burn (re: do a massive skill drop in Tumble, Discipline), whereas the latter can.


I think there is unanimous agreement that the NWN game mechanics are not perfect.  But IMO they are perfectly servicable.

Cheese like the above would be the result of the play environment. The mechanics do enable such cheese, but if you were playing on slow leveling server, then you would likely never see anything like that as it would take months/years to reach level 40 and it would be utterly pointless to wait that long for a skill dump.

Play on a powergaming, instant or weekend long rise to level 40 and you encourage this and other cheese.

I have no problem with the mechanics, because when you encourage cheese you get cheese. It is that simple, most people drawn to the cheese servers expect this, so there are likely few complaints.

Now if you play on Pre-Epic (level 20) capped, slow levelling server, you will see an absolute minimum of cheese and the closest thing to an Old school PnP D&D experience. Multiclassing tends to be tamer because with only 20 levels, Fighters will be wanting to maximize their BAB, and Casters will be wanting to max their spell casting and no one wants to wait till level 20 (months) to do a massive skill dump. When I played on such a world there were many pure Rangers, pure rogues, pure monks, pure clerics, pure wizards...

The mechanics will never be perfect, but the environment can make all the difference in the world while barely touching the mechanics.

I agree with this. The problem is that I dont know any such PW that would be favored by players. At least not action based as I dont enjoy (hardcore) roleplay.

I little OT: I was planning my own PW and told my friends that I want to levelling to be as slow as possible and special Q at lvl 20 that will unlock epic levels which should take weeks until someone do it. And what they told me? That they dont want to fiddle with 1lvl days, that they want it fast or they wont play my module. Ok so I made that fast, what happened? They were max lvl in two weeks and then they asked me to make another challenges so they can play with their max lvl characters further... <>< so="" i ended="" up="" like="" everyone="">

And as long as you can do something at max lvl, player will start make powerbuilds using skill dumps etc even if the levelling time would be very long (but the longest the less player will try it). Persistent world that wont offer anything for max lvl characters only new start are not viable imo, tried that and once they made few characters, they left my module.
               
               

               


                     Modifié par ShaDoOoW, 01 août 2011 - 08:12 .
                     
                  


            

Legacy_zDark Shadowz

  • Newbie
  • *
  • Posts: 14
  • Karma: +0/-0
Multi-classing
« Reply #140 on: August 02, 2011, 08:07:47 am »


               /* Marking this post as off-topic, and not even going to bother making numerous quotes */

40 Fighter is a weird build. A build designed to learn as many feats as possible -- but having special training elsewhere (such as multiclassing with rogue) is just being smart - to make the most out of learning different skills, to see things from another viewpoint, and to fight with the benefits of another perspective. A pure fighter may very well miss out on the fact that a 30 Fighter 10 Torm gets the same amount of feats, but improved saving throws, healing and smite as well... and don't forget Divine Wrath. The favor of the gods behind a fighter '<img'>

Prestige classes are "extensions" of your primary, instead of being a class by itself. It sounds kind of lame to say this, but if you blind your character from training that could benefit it, such as teaching a fighter to hit where it hurts and to duck and roll efficiently (using a rogue level) then that's your own loss. If you, as a player, aren't intelligent enough to make your character see that training in another profession may help them in their primary, then that's your own ignorance.

A football player may very well learn how to dance to help increase their co-ordination skills for football in real life.
               
               

               
            

Legacy_Magical Master

  • Jr. Member
  • **
  • Posts: 82
  • Karma: +0/-0
Multi-classing
« Reply #141 on: August 06, 2011, 11:23:03 pm »


               Sorry, been busy.  Back into the fray!

Kail Pendragon wrote...

I use the game mechanics to build a character build which represents that character concept within the specific game mechanics as faithfully as possible (100% being ideal, but that has to clash with the game mechanic limits generally speaking). It has nothing to do with power, it has to do with faithfulness to the concept.


I don't understand how you determine faithfulness.  For example, since we're using the Fighter 39/Wizard 2 example, what makes that more or less faithful than a Fighter 38/Wizard 2 or Fighter 37/Wizard 3?  Or referencing the Cleric 38/Monk 2, how is that more faithful than Cleric 39/Monk 1 or Cleric 35/Monk 5?

To repeat myself from earlier,

"Actually, I wasn't referring to "level 1" being particularly significant, just that a character with 4 mage levels has spent more time training as a mage than a character with 2 mage levels.  Or would you disagree with that?"

Lowlander wrote...

It makes more sense than arguing that a particular build is superior because you load him up with custom items not typically found.


I don't see why you thinking having +5 Intelligence rings is normal, but having +5 Wisdom or +5 Charisma rings is not.  I'm thinking over the SP mods I've played and I don't recall a single one that didn't have lots of custom items.  The same is true (even more so) for PWs.

Lowlander wrote...

Besides A level 39 something/rogue 1 is silly build almost anywhere but a server that does instant or near instant 40th level. Play anywhere reasonable paced level progression and you will never see such a build


You'll see those builds wherever the hardest content is at level 40 and people are expected to play level 40 characters for a long time.  Doesn't matter if it takes an hour or three months to hit 40.

MrZork wrote...

It still seems like there is an assumption that a pure build in a class that is supposed to be good at something must therefore be better at that thing than a multiclassed build.


You mean like assuming a pure Wizard will be better at arcane spellcasting than a multi-classed Wizard?

MrZork wrote...

But what there is is the opportunity to use something that rogues are particularly good at, which is using their tumble ability to avoid attacks in combat.

....

Maybe because, in this fairly narrow example,  the level split sweet spot for the trade-off in fighter training and rogue training occurs at one late level of rogue.


I think Tumble is broken in concept, mechanical implementation, and balance.  AFAIK, in DnD you can't even use Tumble in medium or heavy armor.  I don't see how a person in full plate and tower shield is going to be able to emply tumbling skill to move away from an attack.  The idea of tumbling is different than the idea of dodging aside (and Dodge is a Fighter bonus feat).

And actually, as long as you took the rogue level at level 7 or later, the Fighter 39/Rogue 1 will win.

Weiser_Cain wrote...

I love multiclassing and a dip in a class, say monk is fine in my book, it even works in character, say you spent a summer learning to focus and throw a punch without leaving yourself open to getting stabbed in the guts. People that don't like it should just not do it and TRY NOT TO RUIN THE FUN OF OTHERS.


...really?  You think people who limit multiclassing or adjust class abilities/benefits are out to ruin the fun of others, instead of trying to *improve* the fun of others?

Webshaman wrote...

So the Fighter 39/Wiz 1 can't cast Epic Spells, obviously.  I am sure MM was just using that as an example to compare it with the SD level 1 getting HiPS.


Correct.  My point was that a Wizard 1 being able to cast Epic Spells doesn't make sense conceptually, since we associate more levels in a class with more training in a class, and 1 level of Wizard isn't sufficient training for Epic Spells.  Maybe the Epic Spell isn't a very good Epic Spell and for whatever reason the character winds up actually being worse off by learning to cast it, aka it's not unbalancing.  But it still doesn't make sense conceptually.

Lowlander wrote...

I have no problem with the mechanics, because when you encourage cheese you get cheese. It is that simple, most people drawn to the cheese servers expect this, so there are likely few complaints.


This is pretty much what I said when I entered the thread where I was talking about concept and result.  It's when you have people who don't want cheese and people who do want cheese on the same server that you get an issue.  You can't balance for both, but you can balance for either.

zDark Shadowz wrote...

A football player may very well learn how to dance to help increase their co-ordination skills for football in real life.


Or...they could just do football drills that increase their coordination.
               
               

               


                     Modifié par Magical Master, 06 août 2011 - 10:23 .
                     
                  


            

Legacy_Guest_Lowlander_*

  • Sr. Member
  • ****
  • Posts: 432
  • Karma: +0/-0
Multi-classing
« Reply #142 on: August 07, 2011, 01:38:56 am »


               

Magical Master wrote...
I don't see why you thinking having +5 Intelligence rings is normal, but having +5 Wisdom or +5 Charisma rings is not.  I'm thinking over the SP mods I've played and I don't recall a single one that didn't have lots of custom items.


Remember what this specific part of hte conversation was about. The necessity of nerfing cleric/monk AC Wisdom bonus. So you are arguing that if module creater goes through the trouble of creating custome items that specifically benefit the cleric/Monk, then you create the conditions necessary to consider nerfing it? That is kind of silly. 

You'll see those builds wherever the hardest content is at level 40 and people are expected to play level 40 characters for a long time.  Doesn't matter if it takes an hour or three months to hit 40.


It certainly does matter. If it takes 3 months to reach level 40, why would anyone build a fighter39/Rogue 1, when a Fighter36/Rogue4 (or even more Rogue) would be just as effective and allow benefit of Rogue skills for months, not just when they reach level 40. When you allow instant (an hour is instant) level 40, you are pretty much asking for the cheesiest end loaded build anyone can come up with.

This is pretty much what I said when I entered the thread where I was talking about concept and result.  It's when you have people who don't want cheese and people who do want cheese on the same server that you get an issue.  You can't balance for both, but you can balance for either.


It isn't multiclassing (the topic at hand) that is cheese. The multiclassing mechanic is perfectly fine. It is more Epic levels and Prestige classes that are cheese.   Level cap pre-Epic and maybe drop a few cheese prestige classes (RDD) and  you would have a very AD&D like experience.  Again instant leveling would encourage cheese, but with 6 months to level 20, not many people would do a 19/1 build and it would matter much if they did.
               
               

               


                     Modifié par Lowlander, 07 août 2011 - 12:44 .
                     
                  


            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Multi-classing
« Reply #143 on: August 07, 2011, 02:00:42 am »


               

Lowlander wrote...

You'll see those builds wherever the hardest content is at level 40 and people are expected to play level 40 characters for a long time.  Doesn't matter if it takes an hour or three months to hit 40.


It certainly does matter. If it takes 3 months to reach level 40, why would anyone build a fighter39/Rogue 1, when a Fighter36/Rogue4 (or even more Rogue) would be just as effective and allow benefit of Rogue skills for months, not just when they reach level 40. When you allow instant (an hour is instant) level 40, you are pretty much asking for the cheesiest end loaded build anyone can come up with.

MM is right there. If the majority of the PW content is at maximum level for peoples like me it has sense to maximalize the potentional of my character whatever it takes. And remember if we are talking about some time to get at maximum level, be sure that powergamers like me can do it in 1/4 ammount of time.

Sure the longer it takes the less players will do it but the longer it takes the less players will be willing to even play there.
               
               

               
            

Legacy_Magical Master

  • Jr. Member
  • **
  • Posts: 82
  • Karma: +0/-0
Multi-classing
« Reply #144 on: August 07, 2011, 04:32:43 am »


               

Lowlander wrote...

Remember what this specific part of hte conversation was about. The necessity of nerfing cleric/monk AC Wisdom bonus. So you are arguing that if module creater goes through the trouble of creating custome items that specifically benefit the cleric/Monk, then you create the conditions necessary to consider nerfing it? That is kind of silly.


The items benefit a 40 cleric.  The items benefit a 20 cleric/20 fighter.  The items benefit a 26 cleric/4 bard/10 RDD.  They're items which give more spell slots and higher spell DC for cleric spellcasting.  Aka, not providing them is being unfair to cleric builds that *don't* use the monk AC.  It is only cleric/monks that forego armor that create an issue.

If the items were only useful for a Cleric/Monk combination, then yes, that would be silly.  However, they're extremely valuable for Clerics *and* valuable for Monks individually.  It's the combination that is problematic.

Lowlander wrote...

It certainly does matter. If it takes 3 months to reach level 40, why would anyone build a fighter39/Rogue 1, when a Fighter36/Rogue4 (or even more Rogue) would be just as effective and allow benefit of Rogue skills for months, not just when they reach level 40. When you allow instant (an hour is instant) level 40, you are pretty much asking for the cheesiest end loaded build anyone can come up with.


As ShaDoOoW said, if the true difficulty is group content (PvE *or* PvP) at level 40 and people expect to be playing that level 40 character for months or years, they'll put up with a harder leveling experience to reap the benefits at max level.

Lowlander wrote...

It isn't multiclassing (the topic at hand) that is cheese. The multiclassing mechanic is perfectly fine. It is more Epic levels and Prestige classes that are cheese.   Level cap pre-Epic and maybe drop a few cheese prestige classes (RDD) and  you would have a very AD&D like experience.  Again instant leveling would encourage cheese, but with 6 months to level 20, not many people would do a 19/1 build and it would matter much if they did.


I agree that a level 20 cap eliminates a ton of issues, not the least that stat scaling (Dex and Wisdom specifically) doesn't get so crazy.  However, like I said, it's not the length of time that encourages cheese but rather where the content is at.  On World of Greyhawk, where Grom/Kail/Web play (and where I played a bit and still have a few characters, I think), level 40 is retirement so cheese makes less sense.  But I've also played on other servers (more RP focused, interestingly enough), where leveling is just something to get done and the real game begins at 40.

Entirely environment dependent.
               
               

               
            

Legacy_Guest_Lowlander_*

  • Sr. Member
  • ****
  • Posts: 432
  • Karma: +0/-0
Multi-classing
« Reply #145 on: August 07, 2011, 06:20:23 am »


               

Magical Master wrote...


The items benefit a 40 cleric.  The items benefit a 20 cleric/20 fighter.  The items benefit a 26 cleric/4 bard/10 RDD.  They're items which give more spell slots and higher spell DC for cleric spellcasting.  Aka, not providing them is being unfair to cleric builds that *don't* use the monk AC.  It is only cleric/monks that forego armor that create an issue.


And likely why they don't exist in the standard item set. After playing Monks in a few modules I became aware of a how limited Wisdom items are. Typically only on things a monk wouldn't want to use (amulets/shields). When I played I essentially found no usable wisdom items at all. Now that I think about, I am sure it was on purpose to keep even pure Monk AC in check.

I find it completely ludicrous to worry about a problem that you actually have to manufacture with custom items in the first place. 

Rather than creating a problem with a custom item, then creating a nerf for the problem you created. Just don't create the custom item.

Ridiculous argument.
               
               

               


                     Modifié par Lowlander, 07 août 2011 - 05:25 .
                     
                  


            

Legacy_Elhanan

  • Hero Member
  • *****
  • Posts: 842
  • Karma: +0/-0
Multi-classing
« Reply #146 on: August 07, 2011, 07:48:34 am »


               Easier solution is not to play a WIS based Monk; leave it as a bonus when available.
               
               

               
            

Legacy_WebShaman

  • Hero Member
  • *****
  • Posts: 1390
  • Karma: +0/-0
Multi-classing
« Reply #147 on: August 07, 2011, 02:33:43 pm »


               Let us examine the "level limit" and where the actual content is.

I propose that it doesn't matter what the level limit is - PGers will still max out the system.  Be it level 40, 30, 20, 12, etc - the PGers will use the rulesystem to create the best possible Character builds possible.  And it doesn't matter how long this will take - PGers are known to be quite obsessive in nature, especially when it comes to creating the "ultimate build" for a unique environment.  

I myself have been guilty of this, I know Kail has as well, and I rather suspect that most PGers and Build makers have been (and are) as well.

As for "limiting" XP rate, bleh.  A PGer will find ways to create "XP circles", ways of running from encounter to encounter to hit the new spawns as they come, balanced with rest cycles, so that it becomes an endless "circle" of XP generation.  When it starts to fade, on to the next one...and so on.  As a result, due to Build optimization and such tactics, PGers tend to level very quickly, often much more quickly than the environment is created for.

My MM build came to being due to such "limitations" imposed on various criteria - level max, MC combo limitations, etc.  I found that by using a standard class (and remaining in that class) and maxing out all the available resources available for that class (Wizard) that I was able to significantly alter how that class worked, to the point that the limits imposed were not adequate enough to prevent the Build from excelling.

Trying to "nerf" the Build resulted in having to change a horde of standard resources in the game itself (spells, etc) to the point that it ended up causing an almost endless chain reaction of balance issues.   And such nerfing makes "normal" Wizards and Sorcs practically useless.

Heck, I once played on a PW where one did not get any XP from kills, etc - only DMed episodes.  Highest level was level 6 (a Paladin, btw) and that had been reached after 4 YEARS of play!  Perma death as well.  I can tell you that the characters there were maxed out PG builds!  When XP and Character Death is on the line (permanent), one creates the toughest, best build one can!

So normally, one only has "normal" builds where the encounter system is relatively easy, and where the story and characters themselves have center stage, and not the challenge.  PGers will become bored very quickly and normally move on to something more challenging.

Playing on WoG for example, really brings out the PGer in me!  Of course, it simulates "real D&D" encounters so far in the best fashion I have seen adapted into NWN.  Finally, some really challenging encounters, and ones that are not so "cookie cut" but instead there is some real thought behind them!  Naasty AI and spell/special ability use!  Almost feels like a DM is running them.  Almost.

I rather suspect that HG (Funky & Co) is also like this.  Been meaning to try it for awhile now...probably should.
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Multi-classing
« Reply #148 on: August 07, 2011, 03:52:22 pm »


               WS: exactly

Just HG is the "easy" server I think + there is too much changes, even I was confused and couldnt make powerbuild (and you actually cant make powerbuild cos you need ultrarare race book which you cannot get so easily, but even then it doenst seem to have much sense as its rather about items.
               
               

               
            

Legacy_HipMaestro

  • Hero Member
  • *****
  • Posts: 2849
  • Karma: +0/-0
Multi-classing
« Reply #149 on: August 07, 2011, 05:54:55 pm »


               

WebShaman wrote...
As for "limiting" XP rate, bleh.  A PGer will find ways to create "XP circles", ways of running from encounter to encounter to hit the new spawns as they come, balanced with rest cycles, so that it becomes an endless "circle" of XP generation.  When it starts to fade, on to the next one...and so on.  As a result, due to Build optimization and such tactics, PGers tend to level very quickly, often much more quickly than the environment is created for.

Yeah, I've come to the realization that to PGers, XP is just something in the periphery of the gaming experience. And for many others, alignment is also regarded in the same periphery.  Those alignment managers take yet another aspect of the game out of the equation.  And the fact that you need a party of 5 present while your sacred build can glean enough XP to progress in early levels is so inspiring.  I'll pass.

For me, true PGing is just plain boring, taking exploitation to nth degree.  When I reach level 40 on a 40 cap server I retire the character.  It becomes like playing as a DH... what's the point?  Stand there and swing a bat?  Woot! The majority of the impetus needed to play the game has been removed and all that is left is a retiree witha bat (or a sword, if you prefer)... retired from playing the game as it was intended.  Obviously, my sentiment is based on the lack of appreciation and nonrespect for PvP, though I recognize the necessary vicarious thrills some experience from uberness, essentially negating all the challenge, not of the building challenge but rather of developing resourcefulness and strategy on the playing field.  So powerbuilt that it is not necessary to devise an approach anymore unless the environment is altered so drastically that only PGers can progress.  Sort of an eternal viscious cycle, wouldn't you say?

Why not remove XP entirely from NWN along with alignment and the class prereqs?  Dilute the experience enough and the original "character" (meaning "uniqueness") is no longer recognizable (like some servers I played that didn';t even remotely resemble NWN with all the custom modifications... but with luscious eye candy in case you get bored studying the new ruleset).

Whatever floats your boat, PGers.  I adapted and enjoyed all the idiosyncracies of the game in its original form (and continue to), including the MC penalties, the alignment restrictions and class prereqs, playing with the tools at hand.  It becomes far too tedious for me to be continually learning a new set of tools when I would rather just be playing. Or I'd just go out and buy another game that had redefined D&D completely like...

Pathfinder, which happily, I will never fork over gelt to experience first hand. 

But that's just me... out on the periphery, softly humming.

*end of rant*
               
               

               


                     Modifié par HipMaestro, 07 août 2011 - 05:13 .