• kits

    From midnight shadowz@21:1/5 to All on Sun Sep 18 23:54:22 2022
    very neat. Just seems to me missing the kits from Diablo 2 : The awakening.( it is an AD&D 2e product).
    cheers

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  • From Spalls Hurgenson@21:1/5 to midnightshadowz@gmail.com on Mon Sep 19 13:44:45 2022
    On Sun, 18 Sep 2022 23:54:22 -0700 (PDT), midnight shadowz <midnightshadowz@gmail.com> wrote:

    very neat. Just seems to me missing the kits from Diablo 2 : The awakening.( it is an AD&D 2e product).


    I always liked the concept of kits in 2nd Ed. Having four main classes
    with everything else being a 'kit' (a.k.a. 'subclass') just appealed
    to my sense of order and neatness.

    In practice, it got very messy very quickly, not helped by the lack of play-testing and balancing caused by TSR's internal problems at the
    time. But as an idea, I appreciated the hierarchal division. Modern
    D&D, with its 12 (14, with expansions) character classes, seems messy
    in comparison.

    That said, we almost never used kits, partly for the balance issues
    but mostly because a lot of what they offered could be fudged with
    some good role-playing and a bit of DM initiative. That seemed to be
    common for a lot of the groups I played with at the time; almost
    everyone owned the red-covered PHBR books, but nobody made use of
    their content except, perhaps, as inspiration. If you wanted to play a swashbuckler-type character, odds were you'd play him as a standard
    Fighter or Thief with a customized proficiency loadout and a lot of
    flair.

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  • From Justisaur@21:1/5 to Spalls Hurgenson on Mon Sep 19 13:29:40 2022
    On Monday, September 19, 2022 at 10:44:56 AM UTC-7, Spalls Hurgenson wrote:
    On Sun, 18 Sep 2022 23:54:22 -0700 (PDT), midnight shadowz <midnigh...@gmail.com> wrote:

    very neat. Just seems to me missing the kits from Diablo 2 : The awakening.( it is an AD&D 2e product).
    I always liked the concept of kits in 2nd Ed. Having four main classes
    with everything else being a 'kit' (a.k.a. 'subclass') just appealed
    to my sense of order and neatness.

    In practice, it got very messy very quickly, not helped by the lack of play-testing and balancing caused by TSR's internal problems at the
    time. But as an idea, I appreciated the hierarchal division. Modern
    D&D, with its 12 (14, with expansions) character classes, seems messy
    in comparison.

    That said, we almost never used kits, partly for the balance issues
    but mostly because a lot of what they offered could be fudged with
    some good role-playing and a bit of DM initiative. That seemed to be
    common for a lot of the groups I played with at the time; almost
    everyone owned the red-covered PHBR books, but nobody made use of
    their content except, perhaps, as inspiration. If you wanted to play a swashbuckler-type character, odds were you'd play him as a standard
    Fighter or Thief with a customized proficiency loadout and a lot of
    flair.

    We used kits, they seemed more a balance fix for fighters when the
    first one for fighters came out. I allowed pretty much any of them,
    but mostly fighters took them. The only book I didn't allow was the
    elf handbook, mainly as the Bladesinger was rediculous op. There
    were a few other things I didn't care for.

    2e PHB had a whole ton of classes anyway - 6 additional wizard
    specialists on top of all the 1e PHB classes minus monk & assassin
    anyway.

    - Justisaur

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