Post by drsamsara on Jan 9, 2009 16:07:03 GMT -5
One of the big debates I see among grognards and fellow-travelers is whether or not to axe the Thief. The argument is made both on purist grounds (it wasn’t in the original 3 books) and on practical grounds (it usurps and mechanizes actions, such as sneaking and finding traps, that should be performed by anybody and role-played out). I’ve tended to agree with the anti-party, mostly because I never liked Thieves. I don’t believe that I have ever played a Thief in three decades of gaming. Maybe that’s just because the guys I knew who played Thieves were always stealing from other party member and generally being annoying. Maybe not.
But I was thinking again and it more and more seems to me that Thieves thematically fit the game. What doesn’t fit are Clerics. Sure, they have the pedigree (in the original game), but what the heck are they? There is no source for them from the literally tradition D&D drew from, nor from the medieval history. Yes, there is frequent mention of Archbishop Turpin (the Battling’ Bishop!), but he wasn’t a D&D Cleric. There isn’t any real source for the spell-casting, mace-wielding, cleric. It’s sui generis. That’s not a bad thing as such, lots of cool D&D things are creations of the game itself (Rod of Lordly Might!), but it seems to exist solely to give a weapon against undead (take that Sir Fang!) and be a source of healing.
I’d argue that the role is so nebulous that even Gary and folks didn’t get it, because the Paladin came about very quickly and that class is much more aligned with Archbishop Turpin and the Knights Templar and whatnot.
So here’s the idea: kill the Cleric, keep the Thief. That gives you three clearly defined roles: the Warrior, the Sneak, and the Wizard. Hey, that’s what True20 did. I just realized that. Combine the MU and Cleric spell lists. Dump Turn Undead as a class thing; it never seems to work well in practice for me. Either fight the damn Vampire or get out the dungeon.
[url=One of the big debates I see among grognards and fellow-travelers is whether or not to axe the Thief. The argument is made both on purist grounds (it wasn’t in the original 3 books) and on practical grounds (it usurps and mechanizes actions, such as sneaking and finding traps, that should be performed by anybody and role-played out). I’ve tended to agree with the anti-party, mostly because I never liked Thieves. I don’t believe that I have ever played a Thief in three decades of gaming. Maybe that’s just because the guys I knew who played Thieves were always stealing from other party member and generally being annoying. Maybe not.
But I was thinking again and it more and more seems to me that Thieves thematically fit the game. What doesn’t fit are Clerics. Sure, they have the pedigree (in the original game), but what the heck are they? There is no source for them from the literally tradition D&D drew from, nor from the medieval history. Yes, there is frequent mention of Archbishop Turpin (the Battling’ Bishop!), but he wasn’t a D&D Cleric. There isn’t any real source for the spell-casting, mace-wielding, cleric. It’s sui generis. That’s not a bad thing as such, lots of cool D&D things are creations of the game itself (Rod of Lordly Might!), but it seems to exist solely to give a weapon against undead (take that Sir Fang!) and be a source of healing.
I’d argue that the role is so nebulous that even Gary and folks didn’t get it, because the Paladin came about very quickly and that class is much more aligned with Archbishop Turpin and the Knights Templar and whatnot.
So here’s the idea: kill the Cleric, keep the Thief. That gives you three clearly defined roles: the Warrior, the Sneak, and the Wizard. Hey, that’s what True20 did. I just realized that. Combine the MU and Cleric spell lists. Dump Turn Undead as a class thing; it never seems to work well in practice for me. Either fight the damn Vampire or get out the dungeon.
[url=One of the big debates I see among grognards and fellow-travelers is whether or not to axe the Thief. The argument is made both on purist grounds (it wasn’t in the original 3 books) and on practical grounds (it usurps and mechanizes actions, such as sneaking and finding traps, that should be performed by anybody and role-played out). I’ve tended to agree with the anti-party, mostly because I never liked Thieves. I don’t believe that I have ever played a Thief in three decades of gaming. Maybe that’s just because the guys I knew who played Thieves were always stealing from other party member and generally being annoying. Maybe not.
But I was thinking again and it more and more seems to me that Thieves thematically fit the game. What doesn’t fit are Clerics. Sure, they have the pedigree (in the original game), but what the heck are they? There is no source for them from the literally tradition D&D drew from, nor from the medieval history. Yes, there is frequent mention of Archbishop Turpin (the Battling’ Bishop!), but he wasn’t a D&D Cleric. There isn’t any real source for the spell-casting, mace-wielding, cleric. It’s sui generis. That’s not a bad thing as such, lots of cool D&D things are creations of the game itself (Rod of Lordly Might!), but it seems to exist solely to give a weapon against undead (take that Sir Fang!) and be a source of healing.
I’d argue that the role is so nebulous that even Gary and folks didn’t get it, because the Paladin came about very quickly and that class is much more aligned with Archbishop Turpin and the Knights Templar and whatnot.
So here’s the idea: kill the Cleric, keep the Thief. That gives you three clearly defined roles: the Warrior, the Sneak, and the Wizard. Hey, that’s what True20 did. I just realized that. Combine the MU and Cleric spell lists. Dump Turn Undead as a class thing; it never seems to work well in practice for me. Either fight the damn Vampire or get out the dungeon.
One of the big debates I see among grognards and fellow-travelers is whether or not to axe the Thief. The argument is made both on purist grounds (it wasn’t in the original 3 books) and on practical grounds (it usurps and mechanizes actions, such as sneaking and finding traps, that should be performed by anybody and role-played out). I’ve tended to agree with the anti-party, mostly because I never liked Thieves. I don’t believe that I have ever played a Thief in three decades of gaming. Maybe that’s just because the guys I knew who played Thieves were always stealing from other party member and generally being annoying. Maybe not.
But I was thinking again and it more and more seems to me that Thieves thematically fit the game. What doesn’t fit are Clerics. Sure, they have the pedigree (in the original game), but what the heck are they? There is no source for them from the literally tradition D&D drew from, nor from the medieval history. Yes, there is frequent mention of Archbishop Turpin (the Battling’ Bishop!), but he wasn’t a D&D Cleric. There isn’t any real source for the spell-casting, mace-wielding, cleric. It’s sui generis. That’s not a bad thing as such, lots of cool D&D things are creations of the game itself (Rod of Lordly Might!), but it seems to exist solely to give a weapon against undead (take that Sir Fang!) and be a source of healing.
I’d argue that the role is so nebulous that even Gary and folks didn’t get it, because the Paladin came about very quickly and that class is much more aligned with Archbishop Turpin and the Knights Templar and whatnot.
So here’s the idea: kill the Cleric, keep the Thief. That gives you three clearly defined roles: the Warrior, the Sneak, and the Wizard. Hey, that’s what True20 did. I just realized that. Combine the MU and Cleric spell lists. Dump Turn Undead as a class thing; it never seems to work well in practice for me. Either fight the damn Vampire or get out the dungeon.
Originally posted at rpg.net. But now, I want to take that idea into S&S-specific thoughts. I’m on record somewhere as being luke-warm about the idea of Elite Paths. But I must admit that I do have a soft-spot for the way this was handled in BECM D&D—a 9th Level Fighter can choose to become a Paladin if he wants; ditto the Cleric becoming a Druid.
So that got me thinking: what if you went with the three core classes (Warrior, Thief, and Wizard) and then opened up some of the other classes as Elite Paths available at higher level. Make the Paladin one for Warriors. A Paladin gets a limited spell list which, coincidentally, is the old Priest spell list. Make the Assassin one for Thieves. Make the Illusionist one for Wizards (although I’ve never really gotten the Illusionist, I always liked them).
Since I find that the premise and mechanics of D&D start to break down around 10th level, I run lower level games. Thus I’d allow entrance into the Elite Paths at a lower level. Looking back at the 3 books, one sees that 4th Level Fighting-Men are “Heroes”. That says to me that being 4th level is supposed to be pretty bad-ass. So, I think, I’d make the Elite Path available when a character is ready to advance into 5th level. At that point, you have the choice to go into 5th level of the core class or 5th level of the Elite Path. Should that really be 1st level of the Elite path? Maybe, but it’s too confusing.
A 4th level Warrior who is Lawful could seek out an ecclesiastic order of knights or something and accept initiation and become a 5th level Paladin. I’d definitely put in an XP penalty for these Paths, 10% or so, in order that the benefits are balanced by slower advancement.
I know this isn’t what Jason is planning on doing, but since mucking with the rules is one of the hall-marks of the old-school, I trust that my thoughts aren’t seen as any sort of criticism. I’m just hard to please and like doing things my own way.
Anyway, thoughts?
But I was thinking again and it more and more seems to me that Thieves thematically fit the game. What doesn’t fit are Clerics. Sure, they have the pedigree (in the original game), but what the heck are they? There is no source for them from the literally tradition D&D drew from, nor from the medieval history. Yes, there is frequent mention of Archbishop Turpin (the Battling’ Bishop!), but he wasn’t a D&D Cleric. There isn’t any real source for the spell-casting, mace-wielding, cleric. It’s sui generis. That’s not a bad thing as such, lots of cool D&D things are creations of the game itself (Rod of Lordly Might!), but it seems to exist solely to give a weapon against undead (take that Sir Fang!) and be a source of healing.
I’d argue that the role is so nebulous that even Gary and folks didn’t get it, because the Paladin came about very quickly and that class is much more aligned with Archbishop Turpin and the Knights Templar and whatnot.
So here’s the idea: kill the Cleric, keep the Thief. That gives you three clearly defined roles: the Warrior, the Sneak, and the Wizard. Hey, that’s what True20 did. I just realized that. Combine the MU and Cleric spell lists. Dump Turn Undead as a class thing; it never seems to work well in practice for me. Either fight the damn Vampire or get out the dungeon.
[url=One of the big debates I see among grognards and fellow-travelers is whether or not to axe the Thief. The argument is made both on purist grounds (it wasn’t in the original 3 books) and on practical grounds (it usurps and mechanizes actions, such as sneaking and finding traps, that should be performed by anybody and role-played out). I’ve tended to agree with the anti-party, mostly because I never liked Thieves. I don’t believe that I have ever played a Thief in three decades of gaming. Maybe that’s just because the guys I knew who played Thieves were always stealing from other party member and generally being annoying. Maybe not.
But I was thinking again and it more and more seems to me that Thieves thematically fit the game. What doesn’t fit are Clerics. Sure, they have the pedigree (in the original game), but what the heck are they? There is no source for them from the literally tradition D&D drew from, nor from the medieval history. Yes, there is frequent mention of Archbishop Turpin (the Battling’ Bishop!), but he wasn’t a D&D Cleric. There isn’t any real source for the spell-casting, mace-wielding, cleric. It’s sui generis. That’s not a bad thing as such, lots of cool D&D things are creations of the game itself (Rod of Lordly Might!), but it seems to exist solely to give a weapon against undead (take that Sir Fang!) and be a source of healing.
I’d argue that the role is so nebulous that even Gary and folks didn’t get it, because the Paladin came about very quickly and that class is much more aligned with Archbishop Turpin and the Knights Templar and whatnot.
So here’s the idea: kill the Cleric, keep the Thief. That gives you three clearly defined roles: the Warrior, the Sneak, and the Wizard. Hey, that’s what True20 did. I just realized that. Combine the MU and Cleric spell lists. Dump Turn Undead as a class thing; it never seems to work well in practice for me. Either fight the damn Vampire or get out the dungeon.
[url=One of the big debates I see among grognards and fellow-travelers is whether or not to axe the Thief. The argument is made both on purist grounds (it wasn’t in the original 3 books) and on practical grounds (it usurps and mechanizes actions, such as sneaking and finding traps, that should be performed by anybody and role-played out). I’ve tended to agree with the anti-party, mostly because I never liked Thieves. I don’t believe that I have ever played a Thief in three decades of gaming. Maybe that’s just because the guys I knew who played Thieves were always stealing from other party member and generally being annoying. Maybe not.
But I was thinking again and it more and more seems to me that Thieves thematically fit the game. What doesn’t fit are Clerics. Sure, they have the pedigree (in the original game), but what the heck are they? There is no source for them from the literally tradition D&D drew from, nor from the medieval history. Yes, there is frequent mention of Archbishop Turpin (the Battling’ Bishop!), but he wasn’t a D&D Cleric. There isn’t any real source for the spell-casting, mace-wielding, cleric. It’s sui generis. That’s not a bad thing as such, lots of cool D&D things are creations of the game itself (Rod of Lordly Might!), but it seems to exist solely to give a weapon against undead (take that Sir Fang!) and be a source of healing.
I’d argue that the role is so nebulous that even Gary and folks didn’t get it, because the Paladin came about very quickly and that class is much more aligned with Archbishop Turpin and the Knights Templar and whatnot.
So here’s the idea: kill the Cleric, keep the Thief. That gives you three clearly defined roles: the Warrior, the Sneak, and the Wizard. Hey, that’s what True20 did. I just realized that. Combine the MU and Cleric spell lists. Dump Turn Undead as a class thing; it never seems to work well in practice for me. Either fight the damn Vampire or get out the dungeon.
One of the big debates I see among grognards and fellow-travelers is whether or not to axe the Thief. The argument is made both on purist grounds (it wasn’t in the original 3 books) and on practical grounds (it usurps and mechanizes actions, such as sneaking and finding traps, that should be performed by anybody and role-played out). I’ve tended to agree with the anti-party, mostly because I never liked Thieves. I don’t believe that I have ever played a Thief in three decades of gaming. Maybe that’s just because the guys I knew who played Thieves were always stealing from other party member and generally being annoying. Maybe not.
But I was thinking again and it more and more seems to me that Thieves thematically fit the game. What doesn’t fit are Clerics. Sure, they have the pedigree (in the original game), but what the heck are they? There is no source for them from the literally tradition D&D drew from, nor from the medieval history. Yes, there is frequent mention of Archbishop Turpin (the Battling’ Bishop!), but he wasn’t a D&D Cleric. There isn’t any real source for the spell-casting, mace-wielding, cleric. It’s sui generis. That’s not a bad thing as such, lots of cool D&D things are creations of the game itself (Rod of Lordly Might!), but it seems to exist solely to give a weapon against undead (take that Sir Fang!) and be a source of healing.
I’d argue that the role is so nebulous that even Gary and folks didn’t get it, because the Paladin came about very quickly and that class is much more aligned with Archbishop Turpin and the Knights Templar and whatnot.
So here’s the idea: kill the Cleric, keep the Thief. That gives you three clearly defined roles: the Warrior, the Sneak, and the Wizard. Hey, that’s what True20 did. I just realized that. Combine the MU and Cleric spell lists. Dump Turn Undead as a class thing; it never seems to work well in practice for me. Either fight the damn Vampire or get out the dungeon.
Originally posted at rpg.net. But now, I want to take that idea into S&S-specific thoughts. I’m on record somewhere as being luke-warm about the idea of Elite Paths. But I must admit that I do have a soft-spot for the way this was handled in BECM D&D—a 9th Level Fighter can choose to become a Paladin if he wants; ditto the Cleric becoming a Druid.
So that got me thinking: what if you went with the three core classes (Warrior, Thief, and Wizard) and then opened up some of the other classes as Elite Paths available at higher level. Make the Paladin one for Warriors. A Paladin gets a limited spell list which, coincidentally, is the old Priest spell list. Make the Assassin one for Thieves. Make the Illusionist one for Wizards (although I’ve never really gotten the Illusionist, I always liked them).
Since I find that the premise and mechanics of D&D start to break down around 10th level, I run lower level games. Thus I’d allow entrance into the Elite Paths at a lower level. Looking back at the 3 books, one sees that 4th Level Fighting-Men are “Heroes”. That says to me that being 4th level is supposed to be pretty bad-ass. So, I think, I’d make the Elite Path available when a character is ready to advance into 5th level. At that point, you have the choice to go into 5th level of the core class or 5th level of the Elite Path. Should that really be 1st level of the Elite path? Maybe, but it’s too confusing.
A 4th level Warrior who is Lawful could seek out an ecclesiastic order of knights or something and accept initiation and become a 5th level Paladin. I’d definitely put in an XP penalty for these Paths, 10% or so, in order that the benefits are balanced by slower advancement.
I know this isn’t what Jason is planning on doing, but since mucking with the rules is one of the hall-marks of the old-school, I trust that my thoughts aren’t seen as any sort of criticism. I’m just hard to please and like doing things my own way.
Anyway, thoughts?