tag:blogger.com,1999:blog-681509622212079331.post1219572390693058240..comments2023-05-09T17:43:00.019+02:00Comments on The City of Iron: Damage by classGavin Normanhttp://www.blogger.com/profile/12362875699031245377noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-681509622212079331.post-79712302652843823892010-10-16T11:38:27.648+02:002010-10-16T11:38:27.648+02:00I think you're right. I've always seen the...I think you're right. I've always seen the cleric as overpowered -- essentially a multiclass fighter mage, only with access to plate armour -- so something that lessens the impact of the class is fine by me.<br /><br />I'm still undecided on denying the class a spell at first level though. On one hand I like it, but on the other I wonder if it cripples the class too much.thekelvingreenhttps://www.blogger.com/profile/01928260185408072124noreply@blogger.comtag:blogger.com,1999:blog-681509622212079331.post-86016365360898386272010-10-15T19:53:01.360+02:002010-10-15T19:53:01.360+02:00I guess it depends on how you see the Cleric class...I guess it depends on how you see the Cleric class. I've always thought, if one were to adjust the class balance somehow, that among the four core human classes they're definitely not the ones that need to be made weaker. I don't know, they've just never seemed very popular, which, thinking about it, actually might not just be due to their "game mechanical" features.<br /><br />(But I must add that I've not played Basic D&D for a very long time, so this is all talking theoretically.)<br /><br />You're right though, I can see it creating an interesting new "take" on the role of the classes, which might work in some campaigns. I'd just fear that, with their fighting skill reduced, Clerics might be relegated to "just healers". (Always a Cleric's secret fear anyway: "They only hang around with me cos I can cure light wounds, sob".)Gavin Normanhttps://www.blogger.com/profile/12362875699031245377noreply@blogger.comtag:blogger.com,1999:blog-681509622212079331.post-66395595391465501202010-10-15T19:22:07.010+02:002010-10-15T19:22:07.010+02:00I disagree. I think it does reduce the cleric'...I disagree. I think it does reduce the cleric's effectiveness in some ways, but mainly in that he overshadows the fighter somewhat and now does not do so.<br /><br />In other ways it frees up the character, notably in removing the absurd blunt weapons clause.thekelvingreenhttps://www.blogger.com/profile/01928260185408072124noreply@blogger.comtag:blogger.com,1999:blog-681509622212079331.post-76432918972852772392010-10-15T13:38:12.249+02:002010-10-15T13:38:12.249+02:00That's also a nice solution, though probably n...That's also a nice solution, though probably not one which I'd integrate into normal D&D / Labyrinth Lord... I think that'd be pretty much the nail in the coffin for the Cleric class!Gavin Normanhttps://www.blogger.com/profile/12362875699031245377noreply@blogger.comtag:blogger.com,1999:blog-681509622212079331.post-64811428958132532962010-10-13T20:23:07.159+02:002010-10-13T20:23:07.159+02:00The Lamentations of the Flame Princess rpg -- it&#...The <i>Lamentations of the Flame Princess</i> rpg -- it's based on <i>D&D</i> -- has an elegant solution. Any class can use any weapon, but only the fighter's hit chance increases with level. So a cleric or mage can use a broadsword, but they won't be any more proficient with it at 10th level than they were at 1st.<br /><br />I like it because it gives the fighter some niche protection without lumbering him with special rules.thekelvingreenhttps://www.blogger.com/profile/01928260185408072124noreply@blogger.comtag:blogger.com,1999:blog-681509622212079331.post-1681181900785459822010-09-28T11:43:22.219+02:002010-09-28T11:43:22.219+02:00Also good points!
I really like your idea about a...Also good points!<br /><br />I really like your idea about allowing any character to use any weapon, but limiting use of weapons' magical "pluses" & abilities by the traditional class-based weapon lists. That was one thing I was concerned about with the whole idea of damage by class and removing weapon limitations - that suddenly any character can use that sword +3, which was previously the preserve of fighters and thieves only.<br /><br />I think it also has a nice mythological feel to it - that the powers of a magical weapon can only be activated and controlled by a great champion. (Just like only a great wizard can wield the powers of a wand or staff.)<br /><br />For clerics I think I'd allow them to choose 2 or 3 weapons associated with their deity, which they would be able to use magical versions of.Gavin Normanhttps://www.blogger.com/profile/12362875699031245377noreply@blogger.comtag:blogger.com,1999:blog-681509622212079331.post-44658284922144549192010-09-23T13:48:06.172+02:002010-09-23T13:48:06.172+02:00In OD&D, weapon choice was irrelevant - everyt...In OD&D, weapon choice was irrelevant - everything did 1 to 6 points of damage. In most variations on early D&D, all characters have the same chance to hit at level 1 and mostly levels 1 to 3 so I don't think it's fair to say that the chance of hitting thins out the damage result significantly.<br /><br />Damage by class is a step up and a good one that makes thematic sense.<br /><br />The fighter retains his advantage - due to his larger die type.<br /><br />The only issue this system has is when your characters start to uncover magic weapons. When this happens, I think the referee really needs to apply the class/weapon restrictions - something along the lines of: 'that +1 sword is only a +1 sword in the hands of a fighter, to everyone else it's a weapon that deals class damage and has no plus.'<br /><br />My 2 cents.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-681509622212079331.post-68845106645041543762010-09-11T17:23:53.250+02:002010-09-11T17:23:53.250+02:00"At any rate, the different character classes..."At any rate, the different character classes already do deal different damage in the long run by virtue of their to-hit chances." - That's a very good point :)<br /><br />I guess my interest in a system that limits damage by class is mostly out of a desire to remove the restrictions on who can use what weapons, without completely unbalancing the game.<br /><br />Another very simple option might be to just say that any character can use any weapon, but ones not on their normal class list only do d4 damage.Gavin Normanhttps://www.blogger.com/profile/12362875699031245377noreply@blogger.comtag:blogger.com,1999:blog-681509622212079331.post-73117162192286954742010-09-11T16:50:49.074+02:002010-09-11T16:50:49.074+02:00I've used class-based damage before, and it ha...I've used class-based damage before, and it has a few problems. The main one is balancing out the various ranged weapons, with their differing rates of fire. But also, when you make a character's choice of weapon mostly meaningless, which is something I'd thought would be a liberating improvement, it actually detracts from the game. At any rate, the different character classes already do deal different damage in the long run by virtue of their to-hit chances.John Higginshttps://www.blogger.com/profile/06522143715905888511noreply@blogger.com