Mannahnin
Scion of Murgen (He/Him)
One could certainly invent more restrictions, sure. There is of course (as far as I'm aware; open to a text reference if I'm missing some ruling in Dragon or UA) no rule saying that you have to move your arms around to gain the defensive protection of magical bracers, just as there is no such rule with rings, cloaks, or worn armor. Every table I have played at has seen all such magical protective devices as giving a passive defensive bonus akin to a minor force field. The enchantment makes it a bit harder to hit the target, deflecting some (but not all) blows. Much like defensive spells which grant an AC bonus, such as Protection from Evil.
Which is you or your group inventing a rule and imposing a new restriction not present in the published game.I've always seen bracers as equivalent to shields with regards to when they can and can't be of use. Rings, cloaks, etc are passive and thus always-on, while bracers and dexterity are active and thus their use to defend against an attack disrupts casting.
You misunderstand, I assume unintentionally. With the AD&D DMG including items such as Bracers of Defence AC 2, Cloaks of Protection up to +5, and Rings of Protection up to +6, it's obviously possible for a character not wearing armor to get quite a good AC. What's cruddy IMO is making a character's core functions dependent on finding particular magic items (AND getting them in the treasure division).
A Fighter or Cleric or Thief or M-U gets to do their shtick regardless of what items they find. Obviously they get better when they find items. An F-MU gets to do their shtick (fight wearing armor and cast spells) right from the start as well, under the OE and 1E rules, without being dependent on magic items. In 2E that changed. And obviously in your table's house rules.
Once again you misunderstand, and your response doesn't address my point.Provided those items are of use to that class.
The only use a Thief is gonna get out of +3 plate mail is to sell it for a boatload of gold. Ditto a Mage. And thus, by extension the way I see it, the same would apply to a F-T or a F-MU.
A Fighter gets to wear armor and fight regardless of what magic items they find or don't find. Magic items may enhance their capabilities or add new ones, but their capacity to ENGAGE IN THEIR CORE CLASS FUNCTIONS is not gated behind finding specific magic items (edge case: needing magic weapons to hurt higher level monsters, but those are given out like popcorn).
A Magic-User gets to cast spells regardless of what magic items they find or don't find.
A Cleric gets to cast spells, turn undead, wear armor and fight regardless of what magic items they find or don't find.
A Thief gets to use thief skills and backstab things regardless of what magic items they find or don't find.
A Fighter/Cleric gets to cast spells, turn undead, wear armor and fight regardless of what magic items they find or don't find.
A Fighter/MU gets to cast spells, wear armor and fight regardless of what magic items they find or don't find. ...except that casting spells in armor is suddenly restricted in 2nd ed. And in your house rules. In 1E they get to use their class abilities together easily and freely. But in 2E they still pay full xp for advancement, but don't get to use their abilities easily and freely together anymore. Which I think is worse design. There's some implicit worldbuilding there, and it's functional design if you want to discourage this particular multiclass combo, but I don't think game balance requires it, by any means.
Yes, obviously. I'm talking about the topic we're discussing. Other multiclass combos aren't subject to the same issue. The issue we're discussing is casting MU spells in armor and whether it's a game balance problem. This issue only applies to MU multiclass combos (and Gnome multi-classed Illusionists as an edge case, sure), because the other spellcasting classes (Cleric and Druid) can cast in armor in the first place.
Again, the topic of discussion was casting M-U spells in armor. Thieves and Druids are a tangent.Well, yes they are. A Fighter-Thief can't do much thieving in plate mail.
Druids can't wear metal armour, thus if one allows a multiclassed Druid one would think it too can't wear metal armour.
The actual class description for Druids says that metal armor spoils their magical powers. The description for MUs says no such thing. There is also to the best of my knowledge no common example of such a rationale existing in pre-D&D source fiction. Though it became common practice for people trying to use AD&D as a physics/world engine to invent such rationalizations.
A Fighter/Thief being unable to use or penalized while using Thief skills in armor is at least grounded in our common physical reality, rather than being an arbitrary imposition of a fictional rationale. Still, the AD&D penalties for use of Thief skills in armor are notoriously strict, another example of Gygax's silly zeal to handicap Thieves. Heck the UA chart for penalties for using Thief skills in Studded Leather or Elfin Chain gives penalties to skills like Open Locks and Hear Noise! Which is just obviously moronic, and people twisted themselves in knots trying to justify that nonsense. This is all still a tangent, though.
Of course giving humans racial benefits is fine. Your preference to keep them "a zero baseline against which everything is compared" is purely a subjective preference, and it's one which led to human characters being rare at most tables unless humans were given other goodies (like the incredibly generous ability generation Method V from Unearthed Arcana, designed to let humans reliably qualify for the more powerful classes like Paladin, Ranger, Barbarian, and Cavalier).
In OE and 1E as designed humans WERE given racial benefits. They were allowed unlimited level advancement, access to all character classes, and the least costly/restrictive means of being raised from the dead. Of course the problem with this was that most of these racial bonuses weren't actually very useful or were negated by house rules, because they didn't apply at low and mid levels where everyone played, only at higher levels which not all campaigns would reach. And by the time a game DID reach high levels, as you know, DMs would be reluctant to impose level limits and resurrection restrictions on demihuman characters players had been playing usually for years by that point. It was just bad design.
It usually resulted in those higher-level downsides to demihumans being ignored or reduced, and thus the human racial benefits never materialized. Except for class access, which was restricted by high ability score requirements for the really badass classes, hence Gary giving us Method V in UA to make humans more powerful and make sure they could qualify for their desired class. While of course a lot of tables ignored Method V, finding it over the top powerful, every table I ever played AD&D with DID use more generous ability rolling methods than the ones in the DMG.
In the WotC editions the various groups I've been in have had A LOT more human characters. Folks like playing them, and they feel better playing them when they don't have to handicap themselves to do so.
Right. You've internalized and rationalized what your table does as just "the way things are" and "how the game works". Both the parts of the rules which don't make sense but you're ok with, and the house rules that you've adopted for the parts which didn't make sense to or were un-fun for you. This can make discussions of the D&D rules with you a little challenging, because you're almost always answering from the perspective of your table rules, whether they're germane to the subject or not.My experience differs: even though we've opened up the class-species possibilities far beyond 1e RAW limits, Humans have always been the most common PC species in our games, in part I think because we still have stat penalties as well as bonuses for other species and people don't want to take the hit unless it directly lines up with their character idea.
And while our stat generation method is generous, it's nowhere near as crazy as that UA method.
That said, we're generally not hard-core optimizers here. If we were, Part-Elf would be the species-du-jour (as in, nobody would play anything else!) as they've overall got the most going for them mechanically in our system.
I never saw those class level limits etc. as being specific Human benefits, but instead saw them as variable penalties and drawbacks against other species. But then, I see Humans as the baseline.
And yeah, those level limits never made much sense anyway.
We have both roll-and-arrange and separate class-species, and (other than a few specific players who are now long gone) the min-maxing hasn't been a big issue. I mean, obviously you arrange your stats to suit your intended class, but to me that just makes sense: a low-Dex person, for example, isn't likely to take up Thieving as a career and would be laughed out of the guild if he tried.
I get that you see humans as a baseline, and the 1E PH says something similar. It does also list unlimited class selection and level advancement under the human racial description. The UA human entry is even more explicit that these are their benefits, as well as the special more powerful method of ability generation introduced in that book for them.
I could predict that you use a more generous ability score generation method than the ones in the DMG because virtually everyone playing AD&D does. Especially people playing it long-term. If your crew plays more humans than most that might be a product of a strong group culture against min-maxing, or it may relate to that more generous ability score generation method making the bonuses granted by the demi-human races less significant on a percentage basis. Of course, you having other house rules like reducing the benefits of races (elves you mentioned specifically) weighs in here too. Most likely it's a combination of these factors.
You opine that if you were "hard-core optimizers" you'd see more "Part-Elf"s, as this custom race is the most powerful mechanically, but that's impossible to assess from here. Since it's a house-ruled race, I'm betting that it's a downgraded version of Half-Elf, just as your table downgraded Elves. If the benefits are only marginal, then they may not outweigh the RP benefits of playing a human character in the setting/s you use, combined with the mechanical benefits of unlimited class and level and easier resurrection, or whatever variation of those exists in your house ruled version of AD&D.
Even with a mix of ability score bonuses AND penalties, separate race & class is always one of the most basic game elements enabling and encouraging min-maxing.
Sure, it can be. But just taking away one of the two MAIN things in the rules that can be min-maxed is certainly effective.
If you do race as class and remove "arrange to taste" in ability score generation, that get rid of 90%+ of all AD&D min-maxing.
I can have no opinion on whether min-maxing is a big issue at your table.We have both roll-and-arrange and separate class-species, and (other than a few specific players who are now long gone) the min-maxing hasn't been a big issue. I mean, obviously you arrange your stats to suit your intended class, but to me that just makes sense: a low-Dex person, for example, isn't likely to take up Thieving as a career and would be laughed out of the guild if he tried.
Obviously with you using a more generous ability score generation system than the ones in the rule book, the bonuses granted by demi-human races to ability scores are of reduced value. And obviously with you using house-ruled depowered versions of the more powerful races, their other powers and benefits are of reduced value too.
You've taken significant steps in altering the rules to reduce the impact of min-maxing, so I'd HOPE that you'd see less of it.
Last edited: