Class and Racial Restrictions that make sense.
Jimstrom
Member Posts: 99
I was reading through a lot of threads with people complaining about the racial restrictions, some restrictions i agree with but, i belive restrictions is made for replay ability.
Humans :
can use every class and kit but and dual class but not multi/class - Okay in my oppinion
Elf:
Fighter
Thief
Cleric
Mage
Ranger
Barbarian!?
Ranger
Sorcerer
and now also Druids
Fighter/Thief
Fighter/Mage
Mage/Thief
Figher/Mage/Thief
- I would exchange Barbarian with Bard and also add Figher/Druid, Cleric/Ranger and Cleric/Mage as a multi-class because Aeria is a Cleric/Mage.
Kits:
May use any kit but mages is restricted to this
Diviner
Enchanter
Wild Mage
- I would restrict Conjurer necromancer and Invoker but allow everthing else.
Half-Elf:
All EXCEPT Monks, Paladins, Cleric/Thief
- Monks and paladis i can agree with, but cleric/thief? cleric and thief is allowed but not together? makes no sense
Mages is restricted to these kits:
Abjurer
Illusionist
Invoker
Necromancer
- i would take away necromancer since it's the opposite school to illusionists, and add conjurer
Dwarf:
Fighter
Thief
Cleric
Barbarian
Fighter/Thief
Fighter/Cleric
- Okay i can live with the mages restriction, but i would add Bard and the Skald and Jester kits, and the shaman kit also add cleric/thief mulit-class.
Gnome:
Fighter
Thief
Cleric
Illusionist
Barbarian?!
Fighter/Thief
Fighter/Cleric
Fighter/Illusionist
Illusionist/Thief
Cleric/Illusionist
Cleric / Thief
- Okay barbarian makes no sense, and should be replaced with bard with Jester kit,
Half-Orc:
Fighter
Thief
Cleric
Barbarian
Fighter/Thief
Fighter/Cleric
Cleric/Thief
- no complaints here but i would add the shaman kit.
Okay this is my thoughts, if you have a different opinion feel free to comment and tell why.
Halflings:
Fighter
Thief
Cleric
Barbarian?!
Figter/Thief
- I would remove Barbarian and add Bard with Blade and Jester kits and also add Thief/Cleric and Fighter/Cleric,
Humans :
can use every class and kit but and dual class but not multi/class - Okay in my oppinion
Elf:
Fighter
Thief
Cleric
Mage
Ranger
Barbarian!?
Ranger
Sorcerer
and now also Druids
Fighter/Thief
Fighter/Mage
Mage/Thief
Figher/Mage/Thief
- I would exchange Barbarian with Bard and also add Figher/Druid, Cleric/Ranger and Cleric/Mage as a multi-class because Aeria is a Cleric/Mage.
Kits:
May use any kit but mages is restricted to this
Diviner
Enchanter
Wild Mage
- I would restrict Conjurer necromancer and Invoker but allow everthing else.
Half-Elf:
All EXCEPT Monks, Paladins, Cleric/Thief
- Monks and paladis i can agree with, but cleric/thief? cleric and thief is allowed but not together? makes no sense
Mages is restricted to these kits:
Abjurer
Illusionist
Invoker
Necromancer
- i would take away necromancer since it's the opposite school to illusionists, and add conjurer
Dwarf:
Fighter
Thief
Cleric
Barbarian
Fighter/Thief
Fighter/Cleric
- Okay i can live with the mages restriction, but i would add Bard and the Skald and Jester kits, and the shaman kit also add cleric/thief mulit-class.
Gnome:
Fighter
Thief
Cleric
Illusionist
Barbarian?!
Fighter/Thief
Fighter/Cleric
Fighter/Illusionist
Illusionist/Thief
Cleric/Illusionist
Cleric / Thief
- Okay barbarian makes no sense, and should be replaced with bard with Jester kit,
Half-Orc:
Fighter
Thief
Cleric
Barbarian
Fighter/Thief
Fighter/Cleric
Cleric/Thief
- no complaints here but i would add the shaman kit.
Okay this is my thoughts, if you have a different opinion feel free to comment and tell why.
Halflings:
Fighter
Thief
Cleric
Barbarian?!
Figter/Thief
- I would remove Barbarian and add Bard with Blade and Jester kits and also add Thief/Cleric and Fighter/Cleric,
Post edited by Jimstrom on
1
Comments
also, I believe another reason for it is also for a bit of game balancing, if halflings gnomes and dwarves could be ANY class, then why on earth would you ever choose a human? for role play purposes? that would be the only reason why, because in a lot of scenarios the shorties are just better in every way compared to the tallies, so I believe racial restriction is in there to help give those lamer races a shot at being picked
and even though this is 2nd edition dnd, even in the 3.5 dungeons master guide, it takes about how can add racial restrictions for classes to add some more "flavor" to the game, and in its example it uses the exact same racial restrictions that bg has
@Jimstrom and the reason why anyone can be a barbarian is because when bg2 first came out eons ago, barbarian was actually just a "class kit per se" of the fighter class, so if anyone can be a fighter, they can also be a barbarian, although now with the recent patch, I've noticed that they have now added barbarian to the fighter list of kits
Also, Aerie can be a Cleric/Mage because she is a de-winged Winged Elf, or Avariel. They were allowed the Cleric/Mage classification, while Sun, Moon, Wood, Wild and Drow elves were not. Plus she was also trained by a gnome, who was and can be a Cleric/Mage (Illusionist, really, but close enough.)
Also, Half-Orcs can be shaman, I've made plenty of them to try to play the class with.
The choice of allowing the short lived humans to do thing after one another, while allowing the long lived races to do things simultaneously is the opposite of logical as well.
Dual classing having skill restrictions on the leaving class, and such high restrictions on the getting class is bad.
2nd edition was a box of bad rules, but the flavour of the settings is what makes us come back there.
Be glad that races got to pick their classes. :P if an older ruleset was used, races were a class. You could be, say, a level 5 fighter, or a level 5 dwarf.
2nd suffers from Humans having no perks. Give humans perks, and I have no problems lifting the requirements, but without human perks, it's required for balance (and yes, it's pretty clutch balance).
Ok, kidding aside...
I disagree that 2nd Edition was a bunch of bad rules. It was a solid, robust, fun-to-play version of D&D. In the end, it suffered from to Too Many Splat Books Syndrome, but D&D editions tend to do that as they age (and TSR/WotC/Hasbro have to find new ways to get your $$$). Until 5th edition, it was the last edition I found could be played without a battle mat and miniatures (too many 3rd and 4th edition rules are just unworkable without a battlemat). I prefer "Theater of the Mind" for PnP combats than worrying about how many squares it is between my PC and an enemy or how best to abuse 5' steps.
A lot of the rules in AD&D depended on the DM to implement realistically. We never had a character dual-class in the middle of an adventure. The DM would never have allowed it. Dual-classing would require months (at least!) of down-time for the character to learn the skills of their new class.
And a good DM could allow normally "forbidden" class choices, for a good enough reason. We once had a player with a dwarf wizard. The player came up with a great backstory and the DM ruled that he did not get the normal dwarf saving throw bonuses to spells and wands because he had overcome the innate dwarven resistance to magic to become a wizard (let him keep the save vs. poison bonus, tho).
If you don't like BG's class/kit restrictions, then mod them with Tweaks Anthology. True, there's a few limitations that can't be overcome without access to the engine code (lack of monk animations, no dual/multi-classing for some classes like paladins, monks, sorcerers, etc..), but you can have your dwarf cleric/thief.
Ok it is odd to find a dwarf druid or an elf barbarian, but I would say that in the world od D&D every character has the possibility to pursue his vocation (by choice or by fate).
Therefore, classes restrictrions should be off in my opinion.
3rd edition felt like they picked up the rules and restructured a lot of it to be a lot more workable. I also totally disagree that 3rd requires miniatures. I've winged plenty of campaigns without a battleground, as both player and DM.
Anyway, racial restrictions look much more to me like basic unit types in a miniatures game. Elves dont have paladins, perhaps, but they have mage archers, and so on. At an individual storytelling level, though, its obtrusive. There's no reason an individual can't learn a skillset or a different cultural mindset
Not to start an edition war, but honestly the reason I find 2nd edition so appealing (besides real Planescape) is that the rules are not as crunchy as later editions. The esoteric rules are easy to get a hold of, and character creation can be faster than any other edition.
I also (as a real 2nd edition DM) agree that some racial restrictions can be lifted, but only in the situation that a player has a good reason for it (as many here have been saying). It allows a cool character to become even more unique.
In terms of the Baldur's Gate series, they should be kept. It would go too much against the original ruleset, regardless of its flaws. It's very easy to mod out all restrictions.
And the list goes on. I don't particularly have anything against 2nd edition, it all had to start somewhere, but saying that later editions were more crunchy is just sooooo wrong.
Likewise, people would still play 2nd ed humans because they want to play humans.
If that isn't enough, then there's always Attribute Rolling Option Four: Pick a class and automatically raise all unqualified attributes to the minimum for that class. Open only to humans.
Pathfinder made humans really strong in giving them both the bonus feat and a +2 to their primary stat. There are few fluff abilities that hold up against that bonus feat.
But yeah, because 3.x/PF have stats for humans, there is no longer an arbitrary need to restrict the classes and levels of other races, and thus it's much easier to give every race access to every class with unrestricted levels.
When we last played Ravenloft, the horror was more about the 2nd edition system than the adventure could convey.
Those who claim 2nd edition was simple either have it hardwired in their brain somehow, or played half the game.
2nd edition:
- Roll a die.
- Add your bonuses.
- Calculate the difference between the end result and your THAC0.
- If you rolled higher than your THAC0, you hit a negative AC value.
- If you rolled lower than your THAC0, you hit a positive AC value.
- If the AC value that you hit is equal to or lower than your target's armor class, you hit.
3rd edition:
- Roll a die.
- Add your bonuses.
- If the result is equal to or higher than your target's armor class, you hit.
Claiming that 3rd is not a lot easier to calculate is sticking your head in the sand.
2nd edition has rules. 3rd edition has rules. Both editions allowed you to bend, change or even entirely ignore rules as determined by your DM.
The big difference? 2nd edition had rules that were so insanely stupid, that you basically were forced to change the rules as needed, whereas this was an optional thing in 3rd edition.
1. Roll a die
2. Add your bonuses
3. Report results to the DM
4. The DM tells you if you hit
5. You do the incredibly simple math in your head to figure out the creatures AC in any system
If you can't intuitively figure out step 5, I don't want you at my table. I've played 1st and 2nd edition AD&D since seventh grade and it's never been hard to figure out THAC0.