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#31 |
Jack Burton
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You could always look on eBay...
Hopefully, you can find some that do not require begging. ![]() |
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#32 |
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Back to page one of this thread:
Cavaliers are heavy powered but I read a letter in Dragon Magazine that said their liabilities balanced their assets. They can't retreat from combat, they must aid anyone without thought of reward&& (I forget which issue this letter was in.) As for Middle Earth, Iron Crown Enterprises issued the Middle Earth Role Playing campaign. The only way to make it authentic is to have PCs who are one of the magic - wielding few. Opinion seems to be that it is fun even if it is not strictly authentic. |
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#33 |
Jack Burton
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More for the sake of argument than anything else, do you recall who the letter was by? I mean if Gygax or Greenwood were writing it has a bit more weight than a fanboy.
![]() ![]() I've never played any of the LotR RPGs. I do have some of the cards for the collectible card game. ![]() |
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#34 |
Symbol of Cyric
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The 2nd editions optional rules/kit rules allowed for wizards that could use swords like Gandalf does in the mine of Moria.
ST
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#35 |
Jack Burton
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I personally never used the kits, or played with anyone who did.
I think it was a bit to far from 1e for me - you know - right towards Planescape. ![]() |
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#36 |
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Letter I don't recall the details of. But check Unearthed Arcana and see what the restrictions affecting Cavaleirs are: what must they do and what they cannot do.
You do have the option in MERP to restrict magic with corruption points. CPs are accumulated when you use magic too much, they could lead you into the path of Sauron. |
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#37 |
Jack Burton
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I would want to restrict magic on the front end and not the back end in a Middle Earth setting. I mean, how many times in the books is a fireball cast?
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#38 |
Horus - Egyptian Sky God
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Kits were a mixed bunch - some were rather stupid (peasant wizard, etc.) that had little or no benefit (+1 reaction or something stupid like that).
A few were more fun, like sub-classes (dwarven battlerager, halfling whistler, red wizard of Thay, etc.); of course, they might as well have been new classes (2e had a few, like the Viking berserker, runecaster, etc.).
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#39 |
Symbol of Cyric
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I'm more inclined to use my own created kits/classes than the collective masses of characters they made in the 2nd edition
ST
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#40 |
Jack Burton
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I've always kind of felt like the specialized kits were either a tool to enforce role playing or a crutch for people who didn't like role playing part as much as they like the dice rolling and loot gathering. It is up to the DM to set which tone will be used. I mean, I totally see the benefit in using a "Red Wizard of Thay" kit in an adventure that is responsive to that, i.e. it's either about Thay, the mechanisms of Thay, or gives the PC a positive or negative reaction etc for being a Red Wizard. But, what I would hate to see is a player take it and instead of role playing, be all "Red Wizard, Red Wizard". Like I said, I never played with kits, so I can't say for certain, but it seems like a bunch of extra crap.
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