This post is going to address several "bad ideas" found in the UA; I mean, might as well get them all out of the way at once, right?
Weapon specialization is a VERY bad idea...it falls under the category of "how much have you been drinking, Gary?" Len Lakofka first introduced the idea of an archery specialist (character class) along with a lot of really crunch missile fire rules in Dragon #45; it's not terrible (we had an archer PC back in the campaign of my youth), but most of the crunch only serves to slow down the game (worrying about whether actions occur at the beginning, middle, or end of a segment? Come on, dude...we don't need to micromanage more than we already do). And it introduced the idea of "point blank range" (*sigh*), to Gygax and got him thinking about OTHER possible types of specialists. Hence, weapon specialization.
One can see the appeal in an existing (long run) campaign: high level fighters are watching all the other character classes get fancy spells and abilities for achieving those 'teen' levels and, yet, they're doing the same-old-same-old since they picked up that frost brand sword back at 6th level; 'where's the love?' they cry. Unfortunately, implementing weapon specialization wrecks the combat economy from the very beginning. A normal party generally has a potential damage output of 4.5 damage per PC (roughly) with the high strength fighter types making up for low damage wizard types. But this goes off the rails with weapon specialization and (especially) double specialization (both available at 1st level). A fighter with an 18+ STR (up to 18/50...achievable for most fighter types) and double specialization in longsword strikes with a +4 to hit and +6 to damage, as well as getting two attacks every other round...a potential average damage output of 21 points in round one (25 against a large sized creature). Average hit points for an ogre are 19...for a bugbear 15. First level fighters should not be able to chop down gnolls and hobgoblins with impunity, and if the DM ups the challenge of monsters thrown at 1st level groups, the other party members (who have the same combat abilities as ever) are far more likely to suffer. Plus PBR rules means that same fighter, even without double specialization had a potential average damage output 34 damage per round, due to double damage and adding STR bonuses (all part of the PBR rules) for shots fired within 30'. Back when we used the UA rules in my youth, we saw a LOT of bow specialists.
Bad Len. Bad, bad, bad.
Next terrible idea to discuss is the Method V version of generating ability scores. Ostensibly restricted for human characters, this method of ability generation all but assures you of achieving the scores you need to take whatever particular class you desire to play. Having also used this a bit when the UA first came out, I can tell you the PCs end up having a LOT of high scores, not just in the ones they need...far more so than any of the other methods found in the DMG. Rolling 9, 8, 7, 6, and 5 dice (and taking the best three) for the five most important abilities of a particular class are going to give you much better scores than the DMG's Method I which has you roll 4d6 across the board...and who cares if MV makes you roll 3d6 for one (ONE!) ability score when that ability is, more often-than-not, Comeliness?
Method V appears to have originated in Dragon #63 with the introduction of the barbarian class. Originally, the barbarian had NO minimum ability qualifiers (probably a good thing, considering it's supposed to replace normal man types like the nomad, caveman, tribesman, etc. in the MM), but instead determined its abilities through a new method: 9d6 for STR, 8d6 for CON, 7d6 for DEX, 3d6 for INT and CHA, and 4d4 for WIS. The sea change here, however, is the choosing of the class before rolling the dice (i.e. before seeing if the player has achieved the dice rolls needing to qualify for the class). Gygax discusses this decision in Dragon #67:
A few wondered why a decision to be a barbarian character had to be made prior to rolling dice for attribute scores. The answer is simple: The game is based on role-playing principles, and it is easier to do so with a course determined in the first place. Method I of Generation of Ability Scores encourages the player to choose a character profession from a predisposition rather than dice determined statistics. It is but a step removed from there to deciding on play as a barbarian subclass fighter and rolling dice accordingly. Frank Mentzer suggests that the 4d6 system could be employed with minimum score requirements of 16 strength and constitution, 15 dexterity, and a maximum wisdom of 15. That will work, but it seems to beg the question. Playing as a barbarian is a determined choice, not as one of several possibilities -- or a mere afterthought. This is a part of the whole concept......In all truth, the sub-class is not too powerful. It is, in fact, under-powered unless some very good rolls are gained in the areas of strength, dexterity, and constitution. To have real prospects for long-range play, the character must have 18, 16, and 17 respectively. That, Gentle Readers, is why they are given 9d6, 7d7, and 8d6 for those categories. A low-level barbarian has a better than average chance of survival without such high rolls, but at higher level, he or she is not going to do well unless strength, dexterity, and constitution combine to give high hit points, low armor class, and superior punishment potential.
Indeed. So the lesson, Gary, is "don't play a barbarian if you can't roll the high stats," NOT 'give the players the ability to play whatever they want.' Sorry. After 40+ years of game play (more than Gygax had at the time he was writing), I've seen what coddling does to one's game. That ain't the way to go.
So, now we turn our attention to the cavalier...a class that may have had an interesting kernel of an idea, but then worked hard to make it work with these other concepts (like weapon specialization) to its overall detriment.
I mean, that's sugar-coating things. The class is a travesty.
Here's what you get with the cavalier in its FINAL presentation (i.e. as it appears in the UA):
- It is not a subclass of fighter, but its own class...and it puts the paladin subclass beneath its banner (more on this later).
- STR, DEX, CON of 15+, INT and WIS of 10+ to enter; however, Method V in the UA makes these quite easy requirements (with 8d6, 7d6, and 9d6 dice rolls).
- Open to humans, high elves, gray elves, dark elves, and half-elves with NO LEVEL LIMITS. That's right...you don't like being limited to 6th or 8th level fighter? Be a cavalier (who still fights and saves as a fighter), and achieve whatever level you like.
- Hit points start at 1d10+3 at 1st level with D10s up through 10th (note: fighters only go through 9th) with +3 hit points thereafter (same as a fighter).
- Progressive "to hit bonuses" in lance plus two other weapons of choice (one a sword, the other a horseman weapon like a flail or military pick). This bonus starts at +1 and increases by +1 every six levels with no end. This bonus can be used defensively as part of a parry (and can also "parry" with a shield at the same time). Cavaliers may make multiple attacks as a fighter 5 levels higher than their actual level with these weapons of choice. High elves would be advised to select longsword.
- A bunch of horse/riding related skills that no one cares about in a dungeon.
- Each of STR, DEX, and CON are assigned a % number (similar to exceptional strength) and every level the cavalier rolls 2d10 and adds the number to the current percentage; when the number exceeds 00, they move up to the next number, eventually topping out at 18/00 in all three abilities (the percentage doesn't mean anything for DEX and CON, but an 18 is still an 18). How this interacts with the CON reduction from a raise dead/resurrection spell isn't stated, nor if these numbers can exceed racial maximums.
- Immunity to fear, +2 bonus to save versus illusions, a bunch of 90% chances to resist mind-effecting magic, etc.
- Ability to continue functioning at negative hit points (though cannot continue to fight).
All pretty swell, right? Like a fighter except more powerful (and potentially a LOT more powerful). You'd probably be thinking, man, that cavalier cat must need a ton of experience points to level up (as the barbarian does). HA! That's the kicker, son...the cavalier needs LESS x.p. to level up than the 'lowly' fighter...at least into the teens:
9th level -- fighter: 250,001 cavalier: 220,001
10th level -- fighter: 500,001 cavalier: 300,001
11th level -- fighter: 750,001 cavalier: 600,001
12th level -- fighter: 1,000,001 cavalier: 900,001
13th level -- fighter: 1,250,001 cavalier: 1,200,001
14th level -- fighter: 1,500,001 cavalier: 1,500,001
So, sure...after reaching 14th level, the cavalier will need more x.p. per level than the fighter to level up (an extra 50K per). But his 300K per level is still a damn sight faster than the ranger (325K), paladin (350K), or barbarian (500K). And to out-pace the fighter? With all those additional benefits? I mean, just what the hell was Gygax thinking?
Elf? Probably. |
This is not a complaint about "power creep;" this is simply stabbing the character economy in the heart with a red-hot (lance) point.
SO, NO. There will be no cavalier in my games, sir...not in the way they are detailed in the UA. Neither will there be any weapon specialization or "point blank range" for missile fire. Nor, will I be using Method V for the generation of ability scores (I remember axing that waaay back in high school...and having fierce arguments with my brother over the subject). No sir! Method I will (continue to) do us just fine.
However, I might very well include the barbarian class...I'll just remove all minimum ability requirements for entry. You want to be a sickly member of your tribe/village, that's okay by me.
; )
In hindsight, one thing that really bugs me about making the Paladin a subclass of the Cavalier is that it forces Paladins into being knights in shining armor. Sure, playing Galahad could be fun, but that's not the only way to play a Paladin. I've seen suggestions that the best way to model Gandalf or Solomon Kane would be as Paladins.
ReplyDeleteThat cavalier is really bad. Bonkers really. I doubt that it was ever play tested.
ReplyDeleteWeapon specialisation was never part of our BX 1e hybrid games. It's a bit bland as well as over-powered, and I'd rather pick from a list of feats. FWIW I think that the weapon specialisation should've been given out a milestone levels like 4th Hero and 8th Superhero.
Is the cavalier fixable? The idea of an Arthurian knight is very appealing to me.
Letting people play the character they want in what is ultimately a game where people play pretend is hardly some deep betrayal of principle. It is notable that even Gygax acknowledges this, and he could be quite crotchety about such things. It is hardly coddling to let the player who wants to play a barbarian play a barbarian.
ReplyDeleteBut yes applying basic math and comparison to things is important, and it is depressing just how long it took D&D to start doing it. Either no cavaliers or only cavaliers (and removing the fighter altogether) seems defensible, but how anyone thought they were balanced is a hell of a question.
I agree with all of these EXCEPT weapon specialization. Your math is stacking the bonuses on an 18+ strength... We normally rolled 3d6 for stats and I don't remember a campaign where anyone managed a legit 18 strength. I can see it unbalancing things in the case you mentioned. Weapon specialization gave the fighter with a 15 or 16 as his prime requisite a bit of an edge and also allowed two fighters in the party to differentiate themselves a bit. It was never an issue in our games anyway, but that's what was great about the old rules!
ReplyDeleteHm. None of the suggested methods for generating ability scores in 1E default to “just roll 3d6.” We always used Method I (4d6, arrange to taste) cack in the day…and we do the same today except that NOW a character must have at least two 15+ scores to be considered “viable” (as per the PHB).
DeleteAs such…there are PLENTY of 18+ STR fighters in the game. What’s more, if you use the DMG age adjustments and racial adjustments for races like half-orcs, hitting 18 becomes quite easy.
Regardless: even for PCs with “only” STR 17 (not unusual either, in 1E), you’re talking potential PBR damage of 16-36 damage per round.(26 points average)…That’s more potential damage output than any five character party, under the ‘standard’ rules.
Should a first level PC be able to take down an ogre in one round? I don’t think so…but it appears your opinion differs. Let me put it another way:
How would your players feel getting hit by arrows from four 1st level fighters with now specialization? Potential average damage of 106 points per round? How’d they like that? Especially given the x.p. They’d net from defeating those four 1st level fighters…seems a pretty paltry reward, doesn’t it?
In a world where any fighter can specialize, there’s no reason not to, so EVERY fighter encountered in the game should have specialization.
No. As said, weapon specialization throws off the combat economy of the game. It is poor design and will turn your game into a shambles.