Sage Advice Collection

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 490DR053 Dragon #53 My monk with a dexterity of 15 was hit in the leg by an arrow. The DM said there would be a temporary loss of 3 dexterity points, and later he said that one of those points would be lost permanently. He took away half of my experience points (the character was first level) and said I’d have to change classes because the character no longer met the minimum requirements for being a monk.. Is this proper? If I change, would I keep any of the abilities of the former class?  It sounds like you’ve willingly accepted the “fact” that you have permanently lost a point of dexterity from a relatively minor wound — yet that’s really the heart of your problem. It seems as though your DM was determined to find a way to keep you from playing that character as a monk. This sage doesn’t have ESP, of course, and it’s impossible to know the details of this incident, but any DM who decides to have such a tragedy befall a firstlevel character had better have a very good reason for acting that way. There is nothing in the AD&D rules to suggest that a character has to abandon his or her chosen class because of a drop in an ability score anyway. Ability scores are not infrequently raised or lowered by various magical means, and by certain types of psionic attacks. The life of a character or a long-running campaign would be thrown into disorder if characters were forced to change classes every time an ability score fell below the minimum number originally needed to qualify for membership in that class. If it were mandatory for a character to change class whenever an important ability score was lowered during the course of an adventure, what would be the fate of, for instance, a character rendered feebleminded by a psionic blast attack? Such a character, with (by definition) a combined intelligence and wisdom score of 0-5 for the duration of the feeblemind effect, technically doesn’t qualify for any class of adventurer. There are certain types of magical attacks which cause the loss of a point of strength or some other attribute. Losses of this kind are sometimes only temporary (the strength drain of a shadow, for instance), and even so-called “permanent” changes can be counteracted by different magical means at a later time. There may be occasions when a character has lost so much of his original attribute score that it is not practical or healthy to continue in the same class: A human fighter who has his strength reduced to, say, 6 points is risking ruin if he sets out on an adventure in that condition, and the character might stand a better chance of survival in the long run if he decided to take up magic-using (assuming a sufficiently high intelligence to do that). But the choice should belong to the character and player, not to the DM. In the descriptions of the fighter, paladin and thief player character classes in the Players Handbook, the rules state that certain minimum ability scores are needed to “become” a member of that class. The same reasoning should be applied to those classes where the same wording is not used. In other words, minimum requirements have to be met when a character begins a career in a class, but not necessarily at all times thereafter while that profession is being pursued. 
 491DR126 Dragon #126 My players want to roll their own dice. Do I have to let them?  No. The DM is free to establish whatever “table rules” he wishes. Most players will enjoy the game more, however, if they are allowed to make their own die rolls. If you are worried about cheating, you can still allow players to make their own rolls but require any roll to be witnessed by at least two other players. 
 492DR126 Dragon #126 My regular D&D gaming group has grown to 12 players. Do you have any suggestions on how to handle so large a group?  The key to handling any group of that size is organization. Make sure that you have a summary of each character’s statistics, spells, and items at hand. This quickreference material will eliminate delays. When a melee develops, ask each player in turn (using some form of PC initiative system or by simple round-robin selection) for his character’s actions. Don’t allow the players to speak out of turn. Using figures to illustrate the party’s marching order and each character’s position when melees occur will also help. 
 493DR076 Dragon #76 Numerous modules refer to a game called knucklebones. How is this played in terms of the AD&D game?  See the DMG, Appendix F, for a brief description of gambling games that could be used within a scenario. 
 494DR043 Dragon #43 On the cover of the Monster Manual there is a creature flying just above the centaur and the unicorn. What is it?  According to Dave Sutherland, the artist who painted the cover, it is a red dragon. 
 495DR048 Dragon #48 Once a character drops a class to switch to another class, can he/she ever gain levels in his/her former class?  No. According to page 33 of the Players Handbook, “...no progression in the original class is possible” after a character decides to switch to a different profession. Note that this is different from a multi-classed character, who holds two or more professions simultaneously and gains experience in more than one class at the same time. Also note that only human characters can “drop a class” and take up a new one. 
 496DR034 Dragon #34 One of my crazy friends has a Cleric/Fighter/ Magic-User who also happens to be a human. In the Players Handbook under “human,” it says that humans are not limited as to what class they can become. Under the section on multi- classed characters, it says that only half-elves can be Clerics/ Fighters/Magic-Users. Am I right in saying that his human can’t be a multi-classed character?  Yes, you are. Humans can become dual class, but not multi-classed. Only demi-humans can be multi-classed. I suggest that you have your friend read the sections on multi-classed characters and a character with two classes on pages 32 and 33 of the Players Handbook. This should clear up all of his misconceptions. 
 497DR033 Dragon #33 One of my friends has a Cleric/Magic-User/ Fighter who is human. In the Players Handbook it says that humans are not limited as to what class they can become. Under the section on multi-class characters it says only halfelves can be Clerics/Magic-Users/Fighters. I say his human cannot be multi-classed and he says he can. Who is right?  You are. Humans can only be one class at a time unless they opt to change classes. For instance, a 7th-level Fighter decides that she now desires to become a Magic-User. She must not pick up her sword and use it again until she is a 7th-level Magic-User or she will lose any experience she would have gained in that adventure as a Magic- User. Once she reaches her level as that of a fighter, i.e. 7th-level Fighter, and 7th-level Magic-User, she may now use her sword, but she cannot wear armor and cast spells. Humans may become dual class and they are not limited as to how far they can advance, as are the other races who can become multi-classed. 
 498DR126 Dragon #126 One of my players wants to have a baby; what should I do?  Your question had me momentarily confused. If one of your players wanted to have a baby, you, the DM, should be the last person she should talk to. I take it that you mean that one of your players would like his or her player character to have a baby — an event that certainly requires the DM’s involvement. I suggest that you handle it discreetly “offstage. ” There is no reason to play out having a baby; just assign a percentage chance each game month that the mother gets pregnant. The chance should never be higher than 36%; you can increase the chance slightly if one of the parents is an orc or half-orc, and you should decrease it if one of the parents is an elf of any type. Once the mother is pregnant, you must determine how long before the child is born. The gestation period for humans is nine months. This is the proper period for most man-sized creatures. Gnomes and halflings might require shorter lengths of time. In nature, the length of gestation depends on the birth weight of the baby, not on the lifespan of the species. The mother will have to refrain from adventuring during the last half of the pregnancy, and adventuring after the birth will be difficult at best. You may decide to introduce a few random factors such as a survival percentage for mother or child, or the possibility of a miscarriage. You’re on your own there — just keep the chances small, if you use them at all. 
 499DR121 Dragon #121 Oriental Adventures : Can a gajin character learn martial arts or Oriental weapons?  Western characters can learn martial arts if they can find an Oriental teacher and if they have a weapon proficiency slot available. Most martial arts masters will be unwilling to take on a gajin student, however. Gajins can learn to use Oriental weapons that are similar to weapons allowed to their classes. A mage, for example, could use a proficiency slot to learn to use shurikens, as these weapons are similar to darts. 
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