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Post by kaiqueo on Nov 7, 2020 18:05:05 GMT -6
Couldn't agree more. But I have this archeological fascination in trying to uncover the intended meaning of the rules. So I could analyse it within the proper context and decide if I'm going to use it, change it or discart.
I just want to know how the elven race (and other rules) worked in play before I can make any call. Maybe they have a reason to be the way they were, and something I may consider a failure, is a feature.
I'm saying that because I criticized several rules in old editions before I figured out their purpose.
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Post by countingwizard on Nov 16, 2020 11:09:56 GMT -6
There are so many different ways to adjudicate how elves operate. I try to make it easier and clearer, and don't worry about in-game explanations for mechanics. Here is how I run them at my table, given what is written: - When a player creates an elf, they use one character sheet and for class, level, experience, next level, and hit points, they use a / to differentiate the stats belonging to each class so that both are displayed; ex: fighter/magic-user, 1/1, 0/0, 2000/2500, 6/4.
- At the beginning of each adventure, the player picks one class, and operates as that class using everything on the side of the slash that is appropriate.
- Elves may always use the higher of the two max hitpoint totals at any time.*
- Elves make saving throws and attack rolls as the class they are operating as.
- As a fighter, elves may cast spells. Even while wearing armor.
- As a magic-user, elves can use any weapon, but can't wear any armor unless it is magical.
- Elves get +1 to damage while using any magic weapon.
- Elves can split move and fire (move AND missile attack in the same turn).
- Elves are hated by orcs, and hate orcs; meaning if they choose to attack in combat and an orc is present, the orc must be attacked first.
- Elves are limited to 4th level fighting-man, and 8th level magic-user.
- Elves are unaffected by Ghoul paralysis.
*Added rule to give Elves more of a reason to level up as a fighter.
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