MerchantKing
Learned
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- Jun 5, 2023
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Why would a Gnome want to be an inferior class when they had access to the superior Fighter/Illusionist?How was it actually explained in 2e that only humans could be paladins?
Why would a Gnome want to be an inferior class when they had access to the superior Fighter/Illusionist?How was it actually explained in 2e that only humans could be paladins?
...Excuse me?Why would a Gnome want to be an inferior class when they had access to the superior Fighter/Illusionist?How was it actually explained in 2e that only humans could be paladins?
I found no explanation in AD&D 2ed PHB I have, but it's like asking why only dwarf could be a dwarf.How was it actually explained in 2e that only humans could be paladins?
going by baldur's gate 2e was rather arbitrary. do we need an explanation why elves can't be fighter/druids but half/elves can?How was it actually explained in 2e that only humans could be paladins?
was it necessary to create new codex account to be same one trick pony?
even better, why can a half elf be a fighter/druid but an elf can't?I found no explanation in AD&D 2ed PHB I have, but it's like asking why only dwarf could be a dwarf.How was it actually explained in 2e that only humans could be paladins?
Games are arbitrary by their nature. Different buffs, debuffs and limitations are reasons for experimentation. Without that you get something bland like Pathfinder. "Oh golly! Now I can make druid-mage dwarf!" quickly lost its charm.even better, why can a half elf be a fighter/druid but an elf can't?I found no explanation in AD&D 2ed PHB I have, but it's like asking why only dwarf could be a dwarf.How was it actually explained in 2e that only humans could be paladins?
race uniqueness was somewhat arbitrary, at least going by how bg dealt with things
I don't totally agree. Games are reasoned by nature. Designers decide the strengths and limitations of every aspect of their worlds, as to create an experience that rises above sandboxy make believe. Wether the game feels arbitrary or not is a factor of novelty multiplied by the quality of that reasoning.Games are arbitrary by their nature. Different buffs, debuffs and limitations are reasons for experimentation. Without that you get something bland like Pathfinder. "Oh golly! Now I can make druid-mage dwarf!" quickly lost its charm.even better, why can a half elf be a fighter/druid but an elf can't?I found no explanation in AD&D 2ed PHB I have, but it's like asking why only dwarf could be a dwarf.How was it actually explained in 2e that only humans could be paladins?
race uniqueness was somewhat arbitrary, at least going by how bg dealt with things
If we were looking forward to this game, we wouldn't be posting about it.754 pages for a game that supposedly no codexer awaits. Quite an impressive feat.
Larian has some bright looking years ahead.
Art is rooted in life. Art without life is mere abstract, yes. But art, games especially, always have an abstract aspect and in games this aspect is limited by pleasure that the players got. What give pleasure to the players? Well, that's arbitral, just I wroteI don't totally agree. Games are reasoned by nature. Designers decide the strengths and limitations of every aspect of their worlds, as to create an experience that rises above sandboxy make believe. Wether the game feels arbitrary or not is a factor of novelty multiplied by the quality of that reasoning.Games are arbitrary by their nature. Different buffs, debuffs and limitations are reasons for experimentation. Without that you get something bland like Pathfinder. "Oh golly! Now I can make druid-mage dwarf!" quickly lost its charm.even better, why can a half elf be a fighter/druid but an elf can't?I found no explanation in AD&D 2ed PHB I have, but it's like asking why only dwarf could be a dwarf.How was it actually explained in 2e that only humans could be paladins?
race uniqueness was somewhat arbitrary, at least going by how bg dealt with things
To someone who's only known a given version of D&D then humans being the only paladins comes across as natural as a matter of fact, in the archetypical 'humans can be anything' sense or in the 'well, thats what paladins are, holy human knights'. To someone else who's familiar with a given version of a D&D setting, then there could be an in-universe reasoning for why only humans can be paladins. There's also a third reasoning that arises purely from rules design, similar to how meta-humans can multi-class while humans can dual-class. But none of these instances are actually arbitrary.
All this example is completely wrong. Gygax was history buff and hardcore Christian before he created D&D. He made clerics this way because he knows how they were presented in culture, like Turpin from "La Chanson de Roland" or even Brother Tuck from Robin Hood.Even when decisions start on a whim in a campaign run in Lake Geneva, then the guy in charge will ground that decision with some reasoning. 'Why clerics can't use bladed weapons? I dunno man I just went to the public library and got myself a crusades comic to read so uh it's because they are holy and generally refuse to draw blood ok'.
I say this because there's a horde of dumbasses online who will demand rules changes on account of 'player agency'. So drawing a line between arbitrary, poorly formulated choices and well reasoned ones is important.
Art is rooted in life.
You've proved my point. No I don't remember the exact inspirations for every single thing in D&D. But wether Gygax and co based their decisions on Conan or Robin Hood, then the decision was not arbitrary. It was reasoned. And it was based on the designer's lives. Basing clerics off of Friar Tuck, a character they read about in childhood, is as far away from arbitrary as you can go.All this example is completely wrong. Gygax was history buff and hardcore Christian before he created D&D.
The cleric class originated in Dave Arneson's Blackmoor campaign, as a counterweight to the player-controlled villainous vampire Sir Fang, although it seems the prohibition against edged/piercing weapons came from Gary Gygax's interpretation of the class. See Bishop Carr - First D&D Cleric.All this example is completely wrong. Gygax was history buff and hardcore Christian before he created D&D. He made clerics this way because he knows how they were presented in culture, like Turpin from "La Chanson de Roland" or even Brother Tuck from Robin Hood.
Oh we're all waiting754 pages for a game that supposedly no codexer awaits. Quite an impressive feat.
Larian has some bright looking years ahead.
reminds me of my favorite boss from world of warcraftvillainous vampire Sir Fang
I guarantee you that it will win the codex goty.754 pages for a game that supposedly no codexer awaits. Quite an impressive feat.
Larian has some bright looking years ahead.
I guarantee you that it will win the codex goty.754 pages for a game that supposedly no codexer awaits. Quite an impressive feat.
Larian has some bright looking years ahead.
reminds me of my favorite boss from world of warcraftvillainous vampire Sir Fang
I didn't know your video card was a lord. Guess they'll hand those out to anybody these days, even in Leafland.reminds me of my favorite boss from world of warcraftvillainous vampire Sir Fang
They named that guy after my video card.
Never really understood this dumb restriction on the weapons a Cleric can use.The cleric class originated in Dave Arneson's Blackmoor campaign, as a counterweight to the player-controlled villainous vampire Sir Fang, although it seems the prohibition against edged/piercing weapons came from Gary Gygax's interpretation of the class. See Bishop Carr - First D&D Cleric.All this example is completely wrong. Gygax was history buff and hardcore Christian before he created D&D. He made clerics this way because he knows how they were presented in culture, like Turpin from "La Chanson de Roland" or even Brother Tuck from Robin Hood.
It's based on the - apocryphal - ruling that real life clergy aren't allowed to spill blood.