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* FountainOfYouth: In the Judges Guild adventure ''Jungle of Lost Souls'', the PlayerCharacters can find a fountain with water that reduces the drinker's age by one year for each weight unit of water drunk.

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* FountainOfYouth: In the Judges Guild adventure ''Jungle of Lost Souls'', the PlayerCharacters can find a fountain with water that reduces the drinker's age by one year for each weight unit of water drunk.drunk and another fountain with water that reduces the drinker's age by 1-6 years per drink.
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* ElephantGraveyard: In the Judges Guild adventure ''Jungle of Lost Souls'', the PlayerCharacters can find a graveyard where kacmowri (large ivory bearing animals) go to die.

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* FighterMageThief: Almost, but not quite. There are the ''types'' Warrior, Wizard, and Rogue (and Warrior-Wizard), but they're not classic classes and the Rogue is not a Thief but a free-lancing Wizard.

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* FighterMageThief: FighterMageThief
**
Almost, but not quite. There are the ''types'' Warrior, Wizard, and Rogue (and Warrior-Wizard), but they're not classic classes and the Rogue is not a Thief but a free-lancing Wizard.


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* FountainOfYouth: In the Judges Guild adventure ''Jungle of Lost Souls'', the PlayerCharacters can find a fountain with water that reduces the drinker's age by one year for each weight unit of water drunk.
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%% * MagicAmpersand
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* AudienceWhatAudience: The Japanese version of the book comes with a short manga explaining the rules. The Elf of the party is the {{Narrator}} of it and [[BreakingTheFourthWall directly addresses the readers]], while the Dwarf of the party gets two quick "who is she talking to?" gags.

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House Rules is IUEO, ZCE cleanup


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%% Zero-context examples have been commented out. Please add context before unhiding them.
%%



* AnAdventurerIsYou

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%% * AnAdventurerIsYou



* CharacterLevel: In editions up to 5th.

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%% * CharacterLevel: In editions up to 5th.



* DamageReduction: How armor works in later editions.
* DungeonCrawling: Main focus of the game in its earliest iterations, similarily to Dungeons&Dragons.

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%% * DamageReduction: How armor works in later editions.
%% * DungeonCrawling: Main focus of the game in its earliest iterations, similarily to Dungeons&Dragons.



* GameMaster

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%% * GameMaster



* HouseRules: Strongly and actively encouraged by the designer, and fan-submitted house rules have found their way into the official set on a number of occasions.
* LinearWarriorsQuadraticWizards

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* HouseRules: Strongly and actively encouraged by the designer, and fan-submitted house rules have found their way into the official set on a number of occasions.
%% * LinearWarriorsQuadraticWizards



* MagicAmpersand
* MagicKnight: Rogues, and especially Warrior-Wizards.
* MagicWand: Or rather Magic Staff. ''Deluxe'' edition has both.
* TheMagocracy
* PoisonIsCorrosive: The mist in one room in the Solo Dungeon #4 ''Naked Doom''.
* PrestigeClass

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%% * MagicAmpersand
%% * MagicKnight: Rogues, and especially Warrior-Wizards.
%% * MagicWand: Or rather Magic Staff. ''Deluxe'' edition has both.
%% * TheMagocracy
%% * PoisonIsCorrosive: The mist in one room in the Solo Dungeon #4 ''Naked Doom''.
%% * PrestigeClass



* TheSixStats: Nearly; replaces Wisdom with Luck.

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%% * TheSixStats: Nearly; replaces Wisdom with Luck.
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An Axe To Grind is no longer a trope


* LuckStat: Used to calculate power in combat, but won't help you with meeting the stat requirements of either [[{{BFS}} heavier]] [[{{AnAxeToGrind}} melee weapons]] or ranged armanents. Mostly useful for saving throws.[[note]]In fact, in the first edition only Luck was used for saving throws.[[/note]] In the first edition, it also served as DamageReduction against ranged attacks.

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* LuckStat: Used to calculate power in combat, but won't help you with meeting the stat requirements of either [[{{BFS}} heavier]] [[{{AnAxeToGrind}} melee weapons]] weapons or ranged armanents. Mostly useful for saving throws.[[note]]In fact, in the first edition only Luck was used for saving throws.[[/note]] In the first edition, it also served as DamageReduction against ranged attacks.
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Moving to YMMV


* GameBreaker: In earlier editions, there was a spell allowing to permanently triple any given weapon effectiveness. A single Wizard could enchant all of his party weaponry during a TimeSkip. Later [[{{Nerf}} nerfed]] by making the effect temporary.
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Up to the beginning of the 1980s, ''T & T'' enjoyed moderate success, reaching its classic 5th edition in 1979. Then competition from a large number of new games, as well as significant rewrites of older games like ''D & D'', pushed it into obscurity. According to Wiki/TheOtherWiki, in 1999 ''Pyramid'' magazine named ''Tunnels & Trolls'' as one of The ''Millennium's Most Underrated Games''. It still has its loyal followers in many countries, though, with Japan still publishing an official magazine for it (for example). In 2005 a 30th Anniversary Edition (aka 7th edition) was published with modernized rules.

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Up to the beginning of the 1980s, ''T & T'' enjoyed moderate success, reaching its classic 5th edition in 1979. Then competition from a large number of new games, as well as significant rewrites of older games like ''D & D'', pushed it into obscurity. According to Wiki/TheOtherWiki, Website/TheOtherWiki, in 1999 ''Pyramid'' magazine named ''Tunnels & Trolls'' as one of The ''Millennium's Most Underrated Games''. It still has its loyal followers in many countries, though, with Japan still publishing an official magazine for it (for example). In 2005 a 30th Anniversary Edition (aka 7th edition) was published with modernized rules.
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* LoadsAndLoadsOfRules: ZigZagged. Compared with an average game of its era, the game is very straightforward. From modern perspective, certain aspects of it are needlessly complicated.

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Wiki policy is that aversions are not noteworthy except for tropes so common that straight examples would not be noteworthy.


* CharacterAlignment: Emphatically averted.



* LoadsAndLoadsOfRules: Averted.



* VancianMagic: (Mostly) averted. ''T & T'' has spells arranged into power levels, but capacity is governed by [[{{Mana}} spell points]].

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* VancianMagic: (Mostly) averted.Downplayed. ''T & T'' has spells arranged into power levels, but capacity is governed by [[{{Mana}} spell points]].
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Five Races is getting replaced by Standard Fantasy Races, as per this thread.


* FiveRaces: Except it's six: there are two Fairy races[[note]]probably to avoid a loaded term, races are actually known as ''kindreds'' from 5th edition on[[/note]], actual Fairies and Leprechauns.
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** ''Magazine/{{Pegasus}}'' magazine issue #7, solitaire adventure "The Old Dwarf Mine". If the PlayerCharacters pull a stake out of a skeleton, the skeleton will become a evil vampire with r

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** ''Magazine/{{Pegasus}}'' magazine issue #7, solitaire adventure "The Old Dwarf Mine". If the PlayerCharacters pull a stake out of a skeleton, the skeleton will become a evil vampire with rred eyes like fiery coals.

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* PrestigeClass: With a caveat that they had to be rolled during character generation, making them a rare occurence. [[{{MagicKnight}} Warrior-Wizards]] in 5th edition[[note]]To qualify, need to roll all stats at at least 12.[[/note]], and Specialists in ''Deluxe''.[[note]]When rolling stats, at least one of the eight stats needs to get a triple result on dice. This itself qualifies the character for Specialist, but also greatly increases the odds of her having amazing stat value right at the beginning, because triples are rolled over and added during stat rolling in that edition[[/note]].

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* PrestigeClass: PrestigeClass
**
With a caveat that they had to be rolled during character generation, making them a rare occurence. [[{{MagicKnight}} Warrior-Wizards]] in 5th edition[[note]]To qualify, need to roll all stats at at least 12.[[/note]], and Specialists in ''Deluxe''.[[note]]When rolling stats, at least one of the eight stats needs to get a triple result on dice. This itself qualifies the character for Specialist, but also greatly increases the odds of her having amazing stat value right at the beginning, because triples are rolled over and added during stat rolling in that edition[[/note]].


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* RedEyesTakeWarning
** Solo Dungeon #4 ''Naked Doom''. In one room the {{P|layerCharacter}}C will be attacked without warning by a rock troll in a fight to the death. Rock trolls have piggish little red eyes.
** ''Magazine/{{Pegasus}}'' magazine issue #7, solitaire adventure "The Old Dwarf Mine". If the PlayerCharacters pull a stake out of a skeleton, the skeleton will become a evil vampire with r
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* ShoutOut: ''Magazine/{{Pegasus}}'' issue #4 adventure "Mountain Moor". In one room the PlayerCharacters can encounter a bandit named Fenris Bore who swings into the room on a rope, demands all of the party's valuables, has two flintlock pistols and pockets full of flowers. This is based on the "Dennis Moore" sketch in an episode of ''Series/MontyPythonsFlyingCircus'', a bandit who has and does all of these things and demands "lupins" (a type of flower) from his victims.
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* ScratchDamage: ''Spite Damage'' from ''Deluxe'' edition.[[note]]Every six rolled on dice in combat means one point of damage which will come through, regardless of armor or enemy's combat roll.[[/note]] Makes combat more dangerous even for experienced characters in full enchanted plate armor and weaponry.

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* ScratchDamage: ''Spite Damage'' from ''Deluxe'' edition.[[note]]Every six rolled on dice in combat means one point of damage which will come through, regardless of armor or enemy's combat roll.[[/note]] Makes combat more dangerous even for experienced characters in full full, enchanted plate armor and weaponry.

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* ScratchDamage: ''Spite Damage'' from ''Deluxe'' edition.[[note]]Every six rolled on dice in combat means one point of damage which will come through, regardless of armor or enemy's combat roll.[[/note]] Makes combat more dangerous even for experienced characters in full enchanted plate armor and weaponry.



* ScratchDamage: ''Spite Damage'' from ''Deluxe'' edition.[[note]]Every six rolled on dice in combat means one point of damage which will come through, regardless of armor or enemy's combat roll.[[/note]] Makes combat more dangerous even for experienced characters in full enchanted plate armor and weaponry.

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* ScratchDamage: ''Spite Damage'' from ''Deluxe'' edition.[[note]]Every six rolled on dice in combat means one point SurpriseSlideStaircase: ''Magazine/{{Pegasus}}'' magazine issue #4 adventure "Mountain Moor". One of damage which the traps the PlayerCharacters will come through, regardless encounter is a section of armor or enemy's combat roll.[[/note]] Makes combat more dangerous even for experienced characters in full enchanted plate armor stairs that has been rigged to fall flat and weaponry.form a slide. Any character who slides down far enough will fall into a shaft and down to the next level of the dungeon.

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* ExperiencePoints: Named [[{{CallAHitpointASmeerp}} Adventure Points]] in later editions.


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* ExperiencePoints: Named [[{{CallAHitpointASmeerp}} Adventure Points]] in later editions.
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** [[{{WizardsAndWitches}} Wizard]]: The DPS, [[{{TheMedic}} The Healer]], The Status Effect Guy - loaded with myriad of spells, Wizards can reliably deal damage, heal and otherwise support his allies, and do other non-combat related things, as long as he's not out of [[{{CastFromStamina}} Strength]] or [[{{Mana}} Wizardry]], depending on the edition. They also can reduce the cost of casting by increasing their level and using staves or wands. They'd be better kept away from harm, as their combat capabilities are [[{{SquishyWizard}} limited]] - in first edition they didn't even get bonuses from stats for fighting, in addition of just not being allowed to use any weapons other than various daggers or staves (which meant the were never able to be better fighters, period). Later editions allowed them to use their stats fully when fighting with those allowed weaponry. Also, Wizards in T&T were never banned from wearing armor.

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** [[{{WizardsAndWitches}} [[OurMagesAreDifferent Wizard]]: The DPS, [[{{TheMedic}} The Healer]], The Status Effect Guy - loaded with myriad of spells, Wizards can reliably deal damage, heal and otherwise support his allies, and do other non-combat related things, as long as he's not out of [[{{CastFromStamina}} Strength]] or [[{{Mana}} Wizardry]], depending on the edition. They also can reduce the cost of casting by increasing their level and using staves or wands. They'd be better kept away from harm, as their combat capabilities are [[{{SquishyWizard}} limited]] - in first edition they didn't even get bonuses from stats for fighting, in addition of just not being allowed to use any weapons other than various daggers or staves (which meant the were never able to be better fighters, period). Later editions allowed them to use their stats fully when fighting with those allowed weaponry. Also, Wizards in T&T were never banned from wearing armor.
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** In ''Deluxe'', Rogues of 7th level can transition into either Warrior-Rogue[[note]]keeps all the possesed spellcasting abilities, but gives up learning any new magic, while gaining all combat abilities of the Warrior.[[/note]], or Wizard-Rogue[[note]]gains all the perks of being a true Wizard, including the privilege of learning new spells for money.[[/note]], for the cost of not getting extra [[{{SkillScoresAndPerks}} Talents]].

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** In ''Deluxe'', Rogues of 7th level can transition into either Warrior-Rogue[[note]]keeps all the possesed possessed spellcasting abilities, but gives up learning any new magic, while gaining all combat abilities of the Warrior.[[/note]], or Wizard-Rogue[[note]]gains all the perks of being a true Wizard, including the privilege of learning new spells for money.[[/note]], for the cost of not getting extra [[{{SkillScoresAndPerks}} Talents]].
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* VancianMagic: (Mostly) averted. ''T & T'' has spells arranged into power levels, but capacity is governed by [[{{Mana}} spell points]].

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* VancianMagic: (Mostly) averted. ''T & T'' has spells arranged into power levels, but capacity is governed by [[{{Mana}} spell points]].points]].
----
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* GenderIsNoObject: at least since the 4th edition[[note]]from 1977[[/note]], and likely earlier, the rules have completely avoided gender discrimination[[note]]having a female editor for the 5th edition might have helped, but Ken St. Andre seems to been equality-minded for far longer than it's been fashionable[[/note]]. Female warriors are common in rulesbook examples and in published adventures; the 4th edition introduction describes adventurers as "brave men and women".

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* GenderIsNoObject: at At least since the 4th edition[[note]]from 1977[[/note]], edition from 1977, and likely earlier, the rules have completely avoided gender discrimination[[note]]having a female editor for discrimination[[note]]unlike the 5th edition might have helped, but Ken St. Andre seems to been equality-minded for far longer than it's been fashionable[[/note]].infamous -4 Strength from Dungeon & Dragons, which is the ever-increasing can of worms[[/note]]. Female warriors are common in rulesbook examples and in published adventures; the 4th edition introduction describes adventurers as "brave men and women".
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Not a trope, nor discussed


* TropesAreTools: Although it started off as a SerialNumbersFiledOff version of TabletopGame/DungeonsAndDragons, it introduced the concept of Skills which eventually made their way back into D&D, solving a long-standing problem of how to deal with things like picking locks, disarming traps, and pretty much anything else that wasn't strict wargaming. The skill system was also the basis of the skill system in {{VideoGame/Wasteland}}, which had a considerable impact on stat-based computer roleplaying.

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** [[{{BadassNormal}} Warrior]]: The Tank, Melee DPS, possibly Archer - the best person to put up in front to keep the hordes away from squishies. In 1st edition they weren't that powerful, but later editons given them the ability to have their [[{{DamageReduction}} armor's effectiveness]] doubled, and in ''Deluxe'' their combat capabilities get stronger with [[{{TheManMakesTheWeapon}} their growing level]], even aside effects of growing stat scores.

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** [[{{BadassNormal}} Warrior]]: The Tank, Melee DPS, possibly Archer - the best person to put up in front to keep the hordes away from squishies. In 1st edition they weren't that powerful, but later editons given them the ability to have their [[{{DamageReduction}} armor's effectiveness]] doubled, and in ''Deluxe'' their combat capabilities in melee get stronger with [[{{TheManMakesTheWeapon}} their growing level]], even aside effects of growing stat scores.scores.
** [[{{WizardsAndWitches}} Wizard]]: The DPS, [[{{TheMedic}} The Healer]], The Status Effect Guy - loaded with myriad of spells, Wizards can reliably deal damage, heal and otherwise support his allies, and do other non-combat related things, as long as he's not out of [[{{CastFromStamina}} Strength]] or [[{{Mana}} Wizardry]], depending on the edition. They also can reduce the cost of casting by increasing their level and using staves or wands. They'd be better kept away from harm, as their combat capabilities are [[{{SquishyWizard}} limited]] - in first edition they didn't even get bonuses from stats for fighting, in addition of just not being allowed to use any weapons other than various daggers or staves (which meant the were never able to be better fighters, period). Later editions allowed them to use their stats fully when fighting with those allowed weaponry. Also, Wizards in T&T were never banned from wearing armor.
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** [[{{BadassNormal}} Warrior]]: The Tank, Melee DPS, possibly Archer - the best person to put up in front to keep the hordes away from squishies. In 1st edition they weren't that powerful, but later editons given them the ability to have their [[{{DamageReduction}} armor's effectiveness]] doubled, and in ''Deluxe'' their combat capabilities get stronger with [[{{TheManMakesTheWeapon}} their growing level]], even aside effects of growing stat scores.
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* CharacterCustomization

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* CharacterCustomizationCharacterCustomization: Character development, compared to Dungeons&Dragons, is based entirely on increasing character's stat points (and in ''Deluxe'' also Talents), leading to characters being quite different from each other on a mechanical level, even within the same type.



* DungeonCrawling
* ExperiencePoints: Named [[{{CallAHitpointASmeerp}} Adventure Points]].

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* DungeonCrawling
DungeonCrawling: Main focus of the game in its earliest iterations, similarily to Dungeons&Dragons.
* ExperiencePoints: Named [[{{CallAHitpointASmeerp}} Adventure Points]].Points]] in later editions.



** In ''Deluxe'', Rogues of 7th level can transition into either Warrior-Rogue[[note]]keeps all the possesed spellcasting abilities, but gives up learning any new magic, while gaining all combat abilities of the Warrior.[[/note]], or Wizard-Rogue[note]gains all the perks of being a true Wizard, including the privilege of learning new spells for money.[[/note]], for the cost of not getting extra [[{{SkillScoresAndPerks}} Talents]].

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** In ''Deluxe'', Rogues of 7th level can transition into either Warrior-Rogue[[note]]keeps all the possesed spellcasting abilities, but gives up learning any new magic, while gaining all combat abilities of the Warrior.[[/note]], or Wizard-Rogue[note]gains Wizard-Rogue[[note]]gains all the perks of being a true Wizard, including the privilege of learning new spells for money.[[/note]], for the cost of not getting extra [[{{SkillScoresAndPerks}} Talents]].
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* PrestigeClass: With a caveat that they had to be rolled during character generation, making them a rare occurence. [[{{MagicKnight}} Warrior-Wizards]] in 5th edition[[note]]To qualify, need to roll all stats at at least 12.[[/note]], and Specialists in ''Deluxe''.[[note]]When rolling stats, at least one of the eight stats needs to get a triple result on dice. This itself qualifies the character for Specialist, but also greatly increases the odds of her having amazing stat value right at the beginning, because triples are rolled over and added during stat rolling in that edition[[/note][.

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* PrestigeClass: With a caveat that they had to be rolled during character generation, making them a rare occurence. [[{{MagicKnight}} Warrior-Wizards]] in 5th edition[[note]]To qualify, need to roll all stats at at least 12.[[/note]], and Specialists in ''Deluxe''.[[note]]When rolling stats, at least one of the eight stats needs to get a triple result on dice. This itself qualifies the character for Specialist, but also greatly increases the odds of her having amazing stat value right at the beginning, because triples are rolled over and added during stat rolling in that edition[[/note][.edition[[/note]].
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* PrestigeClass: With a caveat that they had to be rolled during character generation, making them a rare occurence. [[{{MagicKnight}} Warrior-Wizards]] in 5th edition[[note]]To qualify, need to roll all stats at at least 12.[[/note]], and Specialists in ''Deluxe''.[[note]]When rolling stats, at least one of the eight stats needs to get a triple result on dice. This itself qualifies the character for Specialist, but also greatly increases the odds of her having amazing stat value right at the beginning, because triples are rolled over and added during stat rolling in that edition[/note].
** In ''Deluxe'', Rogues of 7th level can transition into either Warrior-Rogue[note]keeps all the possesed spellcasting abilities, but gives up learning any new magic, while gaining all combat abilities of the Warrior.[/note], or Wizard-Rogue[note]gains all the perks of being a true Wizard, including the privilege of learning new spells for money.[/note], for the cost of not getting extra [[{{SkillScoresAndPerks}} Talents]].

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* PrestigeClass: With a caveat that they had to be rolled during character generation, making them a rare occurence. [[{{MagicKnight}} Warrior-Wizards]] in 5th edition[[note]]To qualify, need to roll all stats at at least 12.[[/note]], and Specialists in ''Deluxe''.[[note]]When rolling stats, at least one of the eight stats needs to get a triple result on dice. This itself qualifies the character for Specialist, but also greatly increases the odds of her having amazing stat value right at the beginning, because triples are rolled over and added during stat rolling in that edition[/note].
edition[[/note][.
** In ''Deluxe'', Rogues of 7th level can transition into either Warrior-Rogue[note]keeps Warrior-Rogue[[note]]keeps all the possesed spellcasting abilities, but gives up learning any new magic, while gaining all combat abilities of the Warrior.[/note], [[/note]], or Wizard-Rogue[note]gains all the perks of being a true Wizard, including the privilege of learning new spells for money.[/note], [[/note]], for the cost of not getting extra [[{{SkillScoresAndPerks}} Talents]].
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* PrestigeClass: With a caveat that they had to be rolled during character generation, making them a rare occurence. [[{{MagicKnight}} Warrior-Wizards]] in 5th edition[[note]]To qualify, need to roll all stats at at least 12.[[/note]], and Specialists in ''Deluxe''.[[note]]When rolling stats, at least one of the eight stats needs to get a triple result on dice. This itself qualifies the character for Specialist, but also greatly increases the odds of her having amazing stat value right at the beginning, because triples are rolled over and added during stat rolling in that edition.[/note]

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* PrestigeClass: With a caveat that they had to be rolled during character generation, making them a rare occurence. [[{{MagicKnight}} Warrior-Wizards]] in 5th edition[[note]]To qualify, need to roll all stats at at least 12.[[/note]], and Specialists in ''Deluxe''.[[note]]When rolling stats, at least one of the eight stats needs to get a triple result on dice. This itself qualifies the character for Specialist, but also greatly increases the odds of her having amazing stat value right at the beginning, because triples are rolled over and added during stat rolling in that edition.[/note]edition[/note].
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