Ghoul’s Advice: Good Roleplaying in AD&D

Be a good roleplaying gamer, support your group by being efficient. Efficiency starts at choosing your character class. Let’s have a close look at some options, starting with the low-hanging fruit, which should not come as a surprise to anyone, and working us down the list to a secret multi-class combination lurking between the lines of the core books, so mysterious that seasoned AD&D players have doubted its legal basis, and OSRIC players are completely unaware of its existence.

Humans

Human characters may be of any class, unrestricted by level caps. They are destined to become the Lords and Ladies of the human realms expanding into the wilderness. Play any class you want, except for the assassin and the thief (only play one during bard training) and the assassin, who are tied to an abysmally bad attack matrix and notoriously bad at sneaking in the dark without infravision, and the monk, who totally sucks.

Demi-Humans

Because of the level caps, demi-humans are best hired as henchmen to make good use of their special abilities and multi-class options. Still, some of the following combinations may be so irresistible you will consider them for your main player character.

Always consider adding a fighter to your chosen class for the better attack matrix. The thief class also has its appeal, being unlimited in level for most demi-humans. Never combine three classes, as the training costs will be horrendous – triple classes are for henchmen, who can be financed by their master or mistress.

Half-Elves

The half-elf is the only fellow who may be multi-class clerics. The cleric/fighter is granted access to all weapons – take that, 2nd edition players!

Elves

„I never play elves“ says neverplayselves.

Fool! The fighter/magic-user is allowed to cast spells while wearing any kind of armour! Woohoo! Except if your DM is being a dick (or running a 2nd edition game). This class combination allows for a particularly powerful low-level character, for a short level progression, or up till an untimely death – elves being spirit creatures, they cannot be raised from the dead.

Dwarves

Dwarves are valuable members of any party, due to their native understanding of stoneworks like pit traps or secret passages.

If your referee allows the level cap of single-class demi-humans to be increased by 2, as suggested in Unearthed Arcana, then you may as a single-class fighter one day become a Dwarven Lord, even without extraordinary strength! Otherwise play a fighter/thief, so you don’t waste your XP entirely after reaching the figher level cap.

Halflings

These little are made for being single-class thieves – just ascertain your referee is aware of the fact that the Monster Manual grants you a +3 on bows and slings. The fighter/thief is not viable because of the highly restrictive level cap.

Half-Orcs

„I never play evil characters“ says dreadlord.

Then you miss out on the terrific fighter/assassin combination! You can rise far as a fighter and unlimited as an assassin. Be a killing machine and strike brutally whether expected or not! Assassination may be attempted with any kind of sword – I personally prefer the bastard when playing a bastard.

Don’t let charisma be your dump stat though – use the assassin’s disguise skill to pass for a decent human, elf or the like wherever you go. If you show your ugly orc swine face, you might walk around carrying a billboard sign saying „assassin“ as well. And be careful – like their elfin cousins, half-orcs remain dead when dead.

Gnomes

„Why are they even in the book!“ cries someone who escaped my mind.

They are small and inconspicuous. They can be a wee fun. In a wee nasty way.

Pages 32-33 of the PHB list multi-class options in a way that is clearly intended to cover all of them. They don’t. Page 16 describing the gnome clearly states that any two permitted classes may be played in combination, those explicitly listed are mere examples. Alright, playing a thief/assassin does not make much sense, the more so does the illusionist/assassin! The what, you may exclaim. You read right, the illusionist/assassin! I also call it the giacomo class. Imagine such nasty little bugger, dressed in harlequin leather armour, jumping right out of an illusionary cake to cut the victim’s throat!

Rules lawyers, please refer to the Multi-Classed Assassin Table on top of page 18 in the DMG. The illusionist/assassin has always existed, hidden, waiting, ready to jump into your face.

Be warned, however, the illusionist/assassin is for advanced players only. Combining the classes with the worst attack matrices means you will miss most of your regular strikes. Use your cunning to your advantage!

Published in: on Februar 4, 2025 at 4:56 pm  Comments (4)  
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Zum Danger Zone Essay: Der Spielleiter

Lord Verminaard hat sich letztes Jahr Gedanken gemacht über die Rolle des Spielleiters, der daraus hervorgehenden Vorrechte („Der Spielleiter hat immer recht!“), aber auch der Grenzen dieser Vorrechte („Der Spielleiter hat NICHT immer recht!“). Herausgekommen ist ein wortreicher, aber kluger Essay (s. dort).

Einzig zum Thema des Schummelns muss ich einhaken, denn da bin ich doch etwas strenger, wie man weiß (s. hier).
Dies führt schnell zur Frage, welche Art von Eingriff überhaupt als Schummeln zählt.
Ich habe immer argumentiert: Wer würfelt, muss jedes Ergebnis akzeptieren! Andernfalls sollte man erst gar nicht würfeln, sondern gleich „in die Spielwelt eingreifen“.
In der Praxis ist das nicht immer leicht einzuhalten, wenn man in der Aufregung bereits gewürfelt hat vor dem Nachdenken.
Goldene Regel? Schummeln wenn für die Story förderlich? Viele Schwundform-Regelwerke geben leider nur unkonkrete oder sehr pauschale Binsenweisheiten dazu ab.

Gary Gygax dagegen hatte sich im DMG von 1979 (auf S. 110) mit recht konkreten Beispielen und Einschränkungen damit auseinandergesetzt:

Die Spieler sollen die Geheimtür zu einem neu skizzierten Bereich des Megadungeons finden – Schummeln ist dafür erlaubt! Das ist Schummeln für die Story. Nicht erlaubt: Monster zu Witzfiguren abschwächen („ALWAYS GIVE A MONSTER AN EVEN BREAK!“) oder übermäßige Ausgabe von Schätzen („Monty-Haul“).

Eine geliebte Spieler-Personnage stirbt durch Würfelpech – Überleben lassen mit gewissen Konsequenzen ist erlaubt (und als transparenter Vorgang kein Schummeln, sondern Regelbiegen). Nicht erlaubt: Wiederbelebungsproben manipulieren!

Bei Gygax geht es viel um Spielbalance hinsichtlich Story und Drama im Sinne von AD&D.

Published in: on Januar 7, 2023 at 7:34 pm  Kommentar verfassen  
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Gutenberg Appendix N

Wanderer Bill hat bemerkt, dass etliche Werke aus der Literaturliste in Anhang N des DMG nicht nur gemeinfrei sondern auch über das Projekt Gutenberg frei zugänglich sind. Ein Hoch auf den Wanderer! Hier geht es zu seiner Liste mit den zugehörigen Verknüpfungen.

Published in: on November 2, 2022 at 8:57 am  Kommentar verfassen  
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