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| Dungeons & Dragons | Dragon magazine | AD&&D | Classes | The Dragon #34 |
These words are especially for those of you who have read any of
the various articles which have appeared in The
Dragon about the
“all-powerful Magic User and how to delete his power” and cried
“Unfair!” Even if you have agreed with those (supposed) words of
wisdom, please read on.
I have been playing and DMing D&D
games for almost 4 years
and feel I have acquired a relatively good understanding of the game.
During this playing time I have developed both Magic Users and
Fighters (along with various other characters) and I take offense to
the
continual criticism of the D&D
magic system, mainly as it concerns
Magic Users.
Gary Gygax has written various pieces for The
Dragon supporting
his magic system as well as Magic Users, but support for his positions
has appeared to be lacking.
It seems that a large majority of D&D
players feel that the Magic
User wields too much power and thereby controls the tempo of the
game. This line of thought is in total contrast to mine. I’m sure most
people (even you anti-Magic User types) will agree that the lower-level
Magic User is not such an all-powerful character, with spells such
as
Sleep, Charm
Person, Magic Missile and
Web
being the major offensive
spells for the Magic User below 5th level. (This is not to degrade
these spells; even a Charm Person—if used correctly-is a very good
spell.) At the 5th level the Magic User can acquire more powerful
offensive spells such as Fireball
and Lightning Bolt.
Most people who have played Magic Users feel that they finally
climb that first step to becoming powerful when they achieve the 5th
level and can use a 3rd-level spell. That’s when they start becoming
overconfident, which usually leads to their downfall and the downfall
of
the party.
Take, for example, the case of a Thaumaturgist who casts a Fireball
(his only 3rd-level spell) at his counterpart in the Fighter Class,
a
Swashbuckler. Even if the Swashbuckler takes the full effect of the
spell
and fails to make his saving throw, the chances of his being killed
are
next to nothing. With the Swashbuckler using eight-sided dice for hit
points and the Magic User using six-sided dice for his spell, his chances
of survival are very high.
“But wait,” some of you will surely say, “think of the damage that
he took. Our fighters would then finish him off.” And you would be
correct. But there is one thing you must remember: A dungeon adventure
usually takes a long time to play, and the Magic User will be unable
to cast that spell for another day. After a few encounters, even if
he did
not sustain any damage, the Magic User would be worthless, for what
could be a long time, until he was able to use his spells again. Also
remember that it is not always advisable to obtain offensive spells.
There are many times when a Read
Languages or a Read Magic spell
would be more useful than Sleep or Charm Person spells. So, there are
many different factors which affect the strength and power that a Magic
User has.
With higher-level Magic Users, such as Witches,
Sorcerers or Necromancers,
the
same reasoning will apply. In a well run campaign, the opponents of
that level of character are going to have equivalent strengths and
powers. Along with the increases in strength and power
goes the ability
to make saving throws more easily. That fact alone greatly reduces
the
power of the higher-level Magic User.
The weakness of THE WIZARD must
also come into focus. The
inability to wear armor makes him relatively easy to hit by even
low-level monsters; and the higher-level monsters are practically assured
of a hit.
With a d4 for HP, THE WIZARD does
not make a very
strong opponent. A Fire Giant
(who would automatically score a hit vs.
A.C.9 opponents) would have a very good chance of killing a Necromancer
with one blow.
On the other hand, the spells of the Magic User would have a hard time
affecting the Giant,
due to his having an easy roll to make to save vs. the magical incantations
of the Necromancer.
Also, do not forget the Time delay from the beginning of the spell
casting to when it actually takes effect.
THE WIZARD as I have described
him is, hopefully, not that
“all-powerful” character that some people would believe him to be.
While his powers and abilities are a worthwhile addition to any party
of
adventurers, he is also one of the hardest of character classes to
play.
Many decisions await the player of a Magic User character, like when
to
use those power spells you have, knowing that you will not be able
to
cast them again for quite a while; also, deciding whether a defensive
spell such as Invisibility
would be more desirable than a destructive
spell such as a Fireball or Lightning Bolt; and whether to take a possibly
worthless spell like Read Magick or a more useful one like Sleep.
To those of you who run campaigns where magical items are as
common as fleas on a dog, the Wizards are probably the “all-powerful”
characters who have been described in some of the articles in
earlier editions of The Dragon. Even
a Thaumaturgist is a powerful
character to be dealt with when he has a <Wand
of Cold>, Staff of Power
or any of the other more powerful magical items. A 10th-level
Lord
would rightly fear a Thaumaturgist
with a Wand of LIGHTNING
Bolts.
Magickal items should be limited and hard to acquire (especially the
more powerful ones). Too many or even 1 magickal item can unbalance
The GAME and make the other characters’
actions of little or no
importance. Most people who play D&D
enjoy
PCs whose actions have some meaning and influence on
the outcome of the game. There is nothing more unenjoyable than
playing a game where one person’s character is so over-powerful that
the rest of the players feel like dead weight.
I say, let THE WIZARD alone. Allow
him to use his abilities as
described in the D&D
magic system. If played correctly, the Fighter,
Cleric and Thief all have as much power and influence on the play of
the game as the Magic User.
A final note, for those of you who want to know about the even
higher level Wizards of the 14th-level-plus
category:
I personally have not had the experience of playing with a character
that high in level. After playing in a campaign (a very well-run one,
at
that) at least once a week for 2 years, I was pleased to have obtained
the
levels of Warlock fpr my Magic
User and Champion for my Fighter.
It is hard for me to understand how a player can obtain those high
levels in less than 2 years, and sometimes in less than 1 year as I
have
heard. If people are using Greyhawk’s “Guidelines for
Awarding Experience <link>
Points for Monster Slaying,” reaching those levels would be a
tremendous feat! A 14th-level Wizard would have to kill 430 Red
Dragons or 925 Manticores
or an amazing 60,000 Orcs to acquire the
needed XP by monster-slaying.
But for those of you who have made it to those levels, there would
not be much difference in the relative power of the MU. The same
disadvantages of no armor, fewer hit points and the ability to use
spells
only once per day make the higher-level Magic User no more powerful
<not necessarily onc eper day>
than the other character classes at that level. Take a 14th-level Wizard,
pit him against 300 Orcs, and tell
me whom you would wager on!
I contend that a Prestidigitator,
played by
the books, is hopelessly
deficient in survival
skills relative to his peers
of other character
classes. He may as well be
a 1-charge magical
item (typically, a wand of
sleep spells) in terms
of his usefulness to his
adventuring party.
Defensively, he is woefully
unprepared for the
hazards into which he is
obliged to thrust
himself. Cowering and cringing
down dungeon
corridors, he must wait patiently
for the critical
moment when his single incantation
may be of
service. Then, having CAST
it, he must fear even
more desperately for his
life, as his companions
will have little incentive
to further risk their
necks on his behalf.
Mr. Gygax would have us believe
that this
situation is somehow necessary
to the overall
well-being of the campaign
– that game balance
requires it. Since a Mage,
as the formula goes, is
so vastly powerful at high
levels, his class must
suffer restriction at low
ones lest it dominate
the game. Such reasoning,
however, is specious.
A wizards great power may
be mitigated, in
some absolute sense, by his
impotence at low
levels (and, practically
speaking, his fragility will
guarantee that a reduced
number survive to
high level), but the latter
does not “balance” the
former in a way meaningful
to the enjoyable
playing of the game. If anything,
this “solution”
aggravates the problem, leaving
the magic-user
unbalanced at both levels.
True game balance should be
effected not
over time (in the
long run), but through it —
continuously. In the ideal
situation, all character
classes
would be equally playable, in different
ways, at all levels. Every
perceived drawback to
a class, relative to the
others, would be counterbalanced
by some advantage, and vice
versa.
From this perspective, his
potential power is
little solace to the struggling
Prestidigitator, yet
superior, alternative remedies
to his weakness
are seemingly limitless.
A few examples:
1. Spell bonuses (a la clerical
wisdom bonuses)
for exceptional intelligence).
2. Allowing permanent knowledge,
not just
memorization of certain cantrips.
3. Allowing the use of certain
types of armor
or more varied weaponry at
low levels, which
ability is to be phased out
as the magic-user
progresses in level. For
example, magic-users
might start with a higher
number of weapon
proficiencies. Then, instead
of acquiring more
proficiencies over time,
they would be subject
to deficiencies, as melee
abilities fall into gradual
disuse.
Remove the onus of memorization
( which is
too patently a contrivance,
anyway) from the
spell caster by allowing
him to CAST spells —
from the complete list of
those known to him —
on the fly. The revised rationale
for such casting
is that the power for magic
stems not from
some all-pervasive manna
but from a little
understood human resource,
which suffers
depletion with use. Increased
ability at higher
levels is explained by the
greater stamina developed
by the magic-user, through
practice and
technique, over Time (even
as a fighter’s muscles
are toned). Interpreted in
this way, it should be
noted, Mr. Gygax’s table
of “Spells Usable per
Level” constitutes a complete
system of “spell
points” — something of which
he always seemed
irrationally afraid.
This last modification has
the added benefit of
permitting a much greater
variety of spell use in
a campaign, since a memorization
restriction
limits the choice more than
the power of a spellcaster.
Rare, indeed, is the Prestidigitator
who, under the present system,
ventures into
the deep without some general
purpose spell
like sleep or magick
missile. Meanwhile, such
castings as enlarge
and message remain but
little used, though they
might be ideal in certain
situations. If such freedom
seems too generous,
it may be tempered by allowing,
for example, a
(logical) chance of spell
failure (as a function of
level of caster vs. level
of spell being cast, for
instance).
So, let’s hear it for the
low-level magic-user!
Am I the only one feeling
sorry for him? Is his
plight less pitiable than
I imagine? Or, are most
GMs covert sympathizers with
soft hearts when
the dice are rolled? I wonder.
W. Brian Barnes
Princeton NJ
(Dragon
#122)
I am writing in regard to
W. Brian Barnes'
[second] letter in issue
#122 of DRAGON Magazine.
In this letter, he states
that "a Prestidigitator, played
by the books, is hopelessly
deficient in survival skills."
I must disagree with
this notion.
I have been playing AD&D
games for over
5 years, and I have found
that my favorite
characters are Thieves
and (you guessed it)
Wizards.
These character classes seem to
have more options open to
them and are, in my
mind, more fun to play than
any other.
Mr. Barnes states that magic-users
are much
like a 1-charge magical item
since all the
"defenseless" spell-caster
can do is shoot off his
1 spell and pray that he
survives afterward. I
must say (meaning no offense
to those who
agree with this view) that
such a view shows
very little IMAGINATION.
There is surprisingly
large room within the actual
rules for the
improvement of the "cast
and run" magic-user.
For example:
1. A magic-user proficient
in the use of the
dart
as a weapon can effectively back up the
party by throwing these weapons
(at a rate of
3 per round) over the heads
of those shorter
than the mage or through
gaps in the front
row (and let's face it, there's
plenty of room left
between 2 fighters
when they're busy hacking
at foes in front of them).
2. The cantrips
presented in Unearthed Arcana
can be used to create some
extremely useful
(and interesting) effects.
A smokepuff CAST in the
face of an opponent is an
effective way to blind
someone for a round. The
cantrips footfall,
thump,
rattle, groan,
and creak can be used to
draw the attention of the
enemy to their backs
and perhaps break their morale
in the process.
These "small magics" can
be used to effect many
useful (and hilarious) results.
3. Use the race of the magic-user
to the fullest
advantage. A drow
can effectively double his
rate of fire with darts and
knives due to his <1 extra dart, I think>
ambidexterity. Other types
of elves can be
useful woodland guides, even
though their
chosen profession would seem
to preclude such
abilities.
4. Double-classed
magic-users can wreak
havoc upon friend and foe
both. Imagine a Thief
who, without so much as touching
another, can
transport valuables to his
hand (the present
cantrip), then make them
invisible or change
their appearance (the hide
or mute cantrips)
while disappearing into the
crowd. Likewise,
the Spellblade
presents a formidable foe
with both weapons and wizardry,
while the
Adeptus
is still effective in combat but
can now cast the spells of
2 professions
instead of just one. The
list goes on, and possibilities
would seem endless.
Thus, I must maintain that
THE WIZARD, if
played with a little IMAGINATION,
can hold his
own with any party. I must,
however, agree that
removing the rule of memorization,
thereby
allowing magic-users to cast
spells "on the fly,"
seems to be more reasonable.
Since when has
any spell-worker in popular
fantasy forgotten a
spell just because he put
forth the power to cast
it? It just doesn't happen!
Certainly, they grow
tired and can no longer cast
a spell, but they
don't totally forget spells
which they can cast!
Steve Shewchuk
Cranbrook, B.C.
(Dragon
#128)
I would like to respond to
the letter in issue
#122 concerning Wizards,
from W. Brian
Barnes. I feel that if a
gamer is not able to
understand the reason for
the rules, he should
just make up his own, ignore
the ones he can't
handle, or not use magic-users.
If the game is
played with 3 or more players
like the basic
D&D® game
box says (which also applies to the
AD&D game), the
mage will have at least one
other character with him.
If the DM is not
bloodthirsty, they should
be able to survive to
high level.
Next, I would like to say
something about SD.
Anderson's letter on experience
for finding
treasure. The experience
is supposed to reflect
the fact that the characters
found the treasure
through tough fighting, and
should not be
awarded otherwise. In my
campaign, it also
reflects how the characters
figure out what
magickal items do. The experience
is a reward
for the daring character
who picks up the
sword suspected of being
cursed and ends up
with a +2 blade. DMs who
just say: "You found
a sword +2" are destroying
a lot of role-playing
possibilities, not to mention
some fun for the
characters trying to figure
out what it is. Also,
magic that is purchased should
not gain experience
for the PC. Money
should work the same
way. I reward PCs with 1
XP for
every 5 gp they find. The
key word is "find:
The [characters1 must go
through some ordeal
to gain the gold. Some of
the most powerful
monsters only raise higher-level
characters
about 1% of a level. Treasure
experience helps
this a little and balances
the game. Rules don't
have to be followed rigidly,
but the creator of
the game usually had a reason
for creating what
he did.
K.B. LaBaw
Ridgecrest CA
(Dragon
#128)
I am responding to Mr. Barnes's
[second]
letter
in issue
#122, specifically to the suggestion that
lower-level magic-users be
allowed to use weapons
and armor to protect their
fragile selves,
disdaining such crude practices
as level, HP,
and spell capability increases. A similar
system has been presented,
as it was used with
the psionicist
(which appeared in DRAGON®
Magazine in October 1983,
issue #78).
I cannot imagine any logical
basis for the
severity of the restrictions
placed on the arms
and armor usable by AD&D®
game magic-users.
I would suggest the following
rule changes:
1st, allow the magic-user
a better weapon
selection. This should probably
have something
to do with the weapon's speed
factor; for instance,
perhaps a magic-user could
use any
weapons with a speed factor
of 5 or less. This
encompasses the more popular
sword choices,
several blunt weapons, and
several missile
weapons. A mage can't very
well engage in full
combat while trying to cast
a spell anyway, so
why not allow wider choice?
2nd, allow the magic-user
some armor
protection. The casting of
a magic-user spell is
largely psychic in nature,
and the "spell components
" only serve to focus the
internal/invoked
power. Thus, the only restrictions
should be on
armor that severely impedes
the spell's workings.
Any armor up to and including
chain mail
could be worn without interference;
after that,
you might impose a greater
chance of spell
failure (it's hard to make
finger movements in
full
plate) or just forbid the bulkier armors
altogether. Shields could
be used, but not during
spell-casting if a somatic
component is involved.
A small helm could be worn,
because it hampers
neither the mouth nor the
eyes; a great helm,
on the other hand, is out
of the question.
3rd, give the poor guy some
HP! At
1st level, even the slimy,
skulking little Thief at
the rear of the party has
a better overall chance
of living through the day
than the intellectual
wizard-to-be. Chances are
that the 2 characters
do the same amount (at least
initially) of
weapon practice. A modified
magic-user may
begin his career as a cleric-type
character,
training both martially and
magically. Gradually,
his physical training takes
up less and less of his
time as he looks harder and
deeper into the
world of magick. To mirror
this development, we
could give him 1d8 at his
lower levels (perhaps
1st-3rd, or so), 1d6 later
on, 1d4 at the next few
levels, and finally a mere
1 hp bonus every
level. Also, the attack tables
could be modified
to reflect this training
at lower levels, but some
might say that's going overboard.
Of course, some will state
that "game balance"
is better served by a wimpy,
easily killable
Wizard.
But how easily we forget the example
of the Priest,
who instead of being represented
by a robed, unarmed friar
who heals the
sick by the grace of his
god, is almost as formidable
a warrior as the fighter
or Knight, and
still hurls potentially deadly
spells to boot! THE WIZARD
(and possibly the Illusionist as
well)
should not be forced to face
these inequalities
any longer. Since Wizards
are undoubtedly
the most interesting and
best-loved of all character
classes, it's hard to believe
that nobody has
recognized sooner the unfair
discrimination
built into The
Game.
Scott Whitmore
Kissimmee FL
(Dragon
#129)
The debate, I see, is on again!
What to do
about the "poor, defenseless"
Wizard? Issue
#122's "Forum" had a raft
of letters on various
aspects of the plight of
THE WIZARD. Some of the
solutions were good, others
were poor.
In her letter, Ms. McGuire
offered a well-thought
out
replacement for the now outdated
Intelligence
Table II as well as an ingenious
answer to the problem arising
from a Mage's
inability to learn a given
spell. Her solutions do
not affect game balance,
and add more versatility
and cohesion to THE WIZARD
class.
Mr. Barnes, on the other hand,
offers some
dangerous solutions. The
difficulties involved in
playing a low-level mage
center mostly on the
PCs' ineffectuality as regards
number of spells
and combat. These are recurring
themes in the
ongoing debate over Prestidigitators,
and
Barnes's letter is no different.
1st, to the idea of giving
Wizards spell bonuses
a la the Priest's
wisdom, I can only say one thing
to DMs who are thinking of
trying it: "Don't!" I
ran a campaign for a year
like that and, while
things started out just fine,
they quickly fell
apart as the mages advanced
in level. Consider
that a Mage with an INT
of 18, upon
reaching 5th level will,
with bonuses, have
7 first-level spells, 4 second-level
spells,
and 2 third-level spells!
If Mr. Barnes believes
that this will encourage
the use of some of the
minor spells, he is mistaken:
in my campaign,
Mages invariably loaded up
with a handful of
magick
missiles (at 2 missiles each), some web
spells, and a couple of fireballs
or lightning
bolts.
Other minor spells were added to fill out
the Mage's capacity, but
they weren't needed as
the PC could effectively
blast to bits just about
anything a 5th-level character
might meet. In
addition, mages with these
bonuses are wont to
become "ball hogs" and steal
a lot of the other
PCs' thunder.
To the proposed use of armor
for Mages,
again I say "No!" If a player
wants a Mage with
armor, he can choose Spellblade
or
Adeptus
options. Additional weaponry
might not be harmful, as
long as hand-to-hand
weapons are not promoted.
My campaign allows
bows
as a choice of weapons for mages, as they
do not necessarily require
a great deal of
strength. This keeps the
unarmored mage out of <bows DO require strength>
melee, but allows an option
for greater involvement.
But if you give the additional
weapon
proficiencies to your Wizards,
be prepared
to allow them to keep them.
A player whose PC
must give up a spell or weapon
is not going to
feel very good about it.
The POINT involving the ability
to cast one spell
a day, but choosing which
one to cast "on the
fly," was intriguing as it
is often very difficult for
a Wizard to pick the proper
spell in advance; but
Mr. Barnes did not elaborate
on this option.
Another possibility is to
relax the requirements
for relearning spells. Allowing
a Wizard to relearn
a spell in a couple of hours
while the party rests
will allow greater flexibility
on the part of THE WIZARD
without creating too deadly a character.
The most unfortunate aspect
of Mr. Barnes's
letter is what seems to be
a lack of understanding
of the personality of THE
WIZARD class.
The picture of THE WIZARD
as a "1-charge
magickal item," "cowering
and cringing," etc., and
who, after casting a spell,
has companions with
"little incentive to further
risk their necks on his
behalf" is not a picture
of a Mage, a Wizard, a
Sorceress.
THE WIZARD is a class of power,
arcane and
mysterious. Any 1st-level
character who can
drop 8 goblins
from 30' in 1 round without
even breaking into a sweat
(using a sleep
spell) will command a great
deal of respect,
even admiration, from comrades.
The mage
may be "woefully unprepared"
for defense with
weapons, but this is the
nature of Wizards.
Huddled over strange tomes
through the night,
constantly in SEARCH of new
incantations, THE WIZARD
has tasted power, is imbued
with it, and
wants more. THE WIZARD becomes
somewhat
otherworldly, not completely
of this dimension. This
is the personality of the
class and, while some
Wizards may indeed cower
and cringe,
others will take pride in
their arcane skills,
perhaps even delight in the
FEAR which they
may instill in mundane folk.
Kurt R.A. Giambastiani
Bellevue WA
(Dragon
#129)
W. Brian Barnes has a few
points concerning
the problems of low-level
Wizards in his
letter in issue #122.
[However,] these limits were
put in to let high-level
Wizards become
powerful without becoming
omnipotent.
If low-level Wizards can have
certain
cantrips permanently usable
(without need of
memorizing them or taking
up spell capacity),
why shouldn't high-level
magic-users be permitted
to get a few 1st- and 2nd-level
spells the
same way without using the
permanency
spell
or acquiring the penalties
the use of a permanency
spell requires? It would
sure be nice to be
able to cast an unlimited
number of magick
missiles
in addition to having all the spells a
Wizard is normally allowed
to have. And
why should a game be balanced
if game balance
keeps me or W. Brian from
having a powerful
character?
I'm being sarcastic, but it
is true. The typical
Wizard or higher-level magic-user
is a very
powerful character. (And
when THE WIZARD
and Illusionist
are combined into the sorcerer
class next year, look out.)
It is not that difficult
to raise a low-level Wizard
to <a> higher level,
unless you put THE WIZARD
into the thick of
battle.
With a bit of common sense
(leaving combat
to the HP factories, etc.),
your character
will survive without too
much difficulty. Once
you've gone through an adventure,
use your
share of the treasure sensibly.
A PC with enough cash to buy
6 first-level
scrolls after an adventure
usually buys 6
different spells and puts
all 6 into his book.
Try this instead: Buy 2 spells
to add to your
book and get 2 magick missile
and armor
scrolls each for use in the
next adventure.
You've tripled your offensive
capacity and
should be able to take more
damage. If you have
to play a combat machine,
you now can.
(It should also be noted that
scrolls are usually
written to give the effectiveness
of 1 level
higher than the minimum level
needed to cast
the spell, which makes armor
scrolls 2nd
level in effect, and which
gives THE WIZARD
twice as many bonus HP as
his own
casting gives. Also, scrollmakers
tend to keep
such scrolls for their own
use, and they might
well boost the effective
level of a scroll of armor
to give themselves extra
protection. With luck,
they may forget to charge
extra for such scrolls
or mistakenly give the higher-level
scroll to their
customer.)
Pay an Illusionist to cast
phantom armor on
your character's robe, and
if you have a DM
who goes by the letter of
the rules rather than
the spirit, have the spell
put on the inside.
(Technically, the AC and
damage reductions
are in effect whether the
attacker sees the
phantom armor or not. Wearing
it inside-out
merely prevents an attacker
from realizing
what is being used and thereby
disbelieving and
eliminating the armor. (Presumably,
"Sage Advice
" will close this loophole
in the near future,
but until then, we gonna
have FUN!)
Wizards are not supposed to
get into
fights. Using that precept,
I've managed to
develop quite a few high-level
Wizards and
Illusionists. I don't need
a bunch of minor rule
changes made to get my characters
developed,
and neither should you.
Larry Madden
Glendale CA
(Dragon
#129)
The point Larry Madden makes
["Forum."
issue #141] about scrolls
is somewhat valid,
though I'm reluctant to make
high-level spells as
available as his system would
dictate.
Granted, nothing is more frustrating
for a
beginning player than sitting
around watching
the rest of the party bash
zombies while his
Wizard
DOES NOT cast that sleep spell. Also,
I
would have a hard time denying
scrolls to a
high-CHA
spell-caster, who came back to his
mentor with a few bags of
hard-won silver and a
couple of extra 1st-level
spells--particularly in
lieu of some of the other
things a character
could buy with that money.
For instance, $9000
could get the 1st-level spells
alarm, message,
and magick
missile for his spell book (assuming
the PC doesn't blow a learn-spell
roll). Then the
character could use that
silver to hire (again
using the 1st Edition
Dungeon Masters Guide)
4 mercenary
bodyguards--a Hero,
a Swordsman,
and 2 Vets--
when the party next goes
adventuring.
But somewhere a line has to
be drawn. If a
game world exists in which
anyone can walk
into a magick shop run by
a high-level Wizard,
plunk down $27,000, and get
a wish scroll, you
have a game world that is
going out of control
Common low-level spells (except
for name spells
or powerful spells like sepia
snake sigil) should
be relatively obtainable,
if the Wizard has the
money or can provide suitable
service.
Madden's magick-using shop
owners are probably
ex-adventurers who decided
to stay alive
and let others do the risk
taking. Since 11th-level
Wizards or higher can build
a tower, attract
a body of men, etc., and
retire as nobles, we can
assume the typical shop owner
is no higher than
10th level (Necromancer).
Exceptions do exist, but they show
up at the DM's discretion.
Scrolls or spells up to 5th
level can be obtained,
but due to the longer Time
to prepare
higher-level scrolls and
spells, such a shop
would probably have only
1st- to 3rd-level
spells in stock, unless the
owner had a great
deal of spare Time, or a
particular 4th- or
5th-level spell was constantly
required in the
area--both unlikely
events. Higher-level spells
would have to be ordered,
requiring a minimum
of 1 day per level of each
spell to complete,
assuming the Wizard has the
ingredients to make
the ink for the scroll. (And
that's assuming no
errors are made!)
DMs are advised to keep the
spell books
belonging to such shop owners
fairly bare and
such shops distant. Players
who have to go
through a lot of trouble
to get a single spell will
be reluctant to go spell
shopping without good
reason. PCs, being the most
aggressive characters
in the AREA, may stock up
an impressive
supply of spells and items.
A less aggressive
NPC, even if considerably
more experienced,
may not accumulate as many
spells. The typical
magick shop should have basic
spells--i.e., those
you feel safe handing out
to the players.
S. D. Anderson
Whittier CA
(Dragon
#150)
I just finished reading an
article in the "Forum
" of issue #122 of
DRAGON
Magazine. I feel
that [W. Brian Barnes's]
letter is well-written,
[but] this is going just
a little too far.
To me, this insults the basic
nature of the
magic-using class. Playing
the part of a Wizard
has to be the most challenging,
fun activity
that there is because of
the great diversity and
power that is gained by spell
use. In the past
year to year and a half,
I have played only
Wizards
in our long Saturday-night gaming
sessions.
One thing that I have found
is that 1st-level
spells are probably the most
useful and most
powerful spells available
in the entire spell list.
For the past 2 months, I
have played a Wizard
with almost no offensive
spells at all, but
he has still proven his services
are invaluable to
the party with cantrips such
as clean, stitch,
and
warm.
In one instance, the PCs needed to interrogate
a prisoner, so my PC used
a color cantrip
while threatening to give
him gangrene all over
his body. He didn't believe
my PC, who then cast
the spell, turning THE PRISONER
an odd shade of
green.
Needless to say, the NPC gave out his
best-kept secrets. Other
spells, such as mending
and identify,
can also be of great BENEFIT.
Giving a Prestidigitator
extra spells due
to high INT
is giving too much power to
THE WIZARD. If you don't
like that imbalance
which Priests
possess, then don't let your Priests
have their high WIS
bonuses.
Knowledge of cantrips? Give
me a break!
Every monster in the book
would be tripping,
belching, blinking, etc.,
several times per encounter
after the offensive spells
run out!
Armor and weapons? Magic-users
are not
fighters!
Also, if the DM doesn't want
a Wizard to be
powerful at high levels,
then he or she does not
have to give them the more
powerful spells.
Game balance is in the hands
of the DM, not in
the books, and not in the
ideals of the PCs. If the
magic-user is in real trouble,
he should first go
to his fellow adventurers
for help. If that is
futile, the DM should lighten
up the pressure.
To give last light to the
ending paragraph, I
don't feel any sympathy for
the Prestidigitator.
When 1st-level PCs are together,
they had
better stay together or else
they will pay the
consequences. A monk
will always be lesser to
THE WIZARD at any level unless
acquiring
some major magicks. So sympathize
with them--
No way!
To the following letter
by Jeanne McGuire of
State College, Pa., I like
the first part about
having 40 spells and being
able to learn all of
them with a 19
intelligence. The limit of 22 is
acceptable to me, but as
for the rest, I am a bit
skeptical. To each his own.
The last
bit of info which I would like to
discuss is weapon specialization.
It is unfair to
all of the other PC classes
to let only fighters
and rangers dish out so much
more extra damage
than anyone else. But, since
it is in print and
probably accepted all around
the nation, why
not let magic-users become
specialized at casting
spells? Just use the number
of spells knowable
as proficiency slots, and
have one extra
proficiency slot per level
used to become specialized,
thus reducing the casting
time by half
or making it possible to
cast quick spells at a
rate of two per round instead
of only one. For
example: A 3rd-level mage
with an 18 intelligence
wants to become specialized
in magic
missile. It is a first-level
spell, so it takes one
extra slot, leaving only
16 other slots for spells.
The spell thus takes only
one-half segment to
cast; otherwise, the magic-user
is able to cast
two magic missile spells
in one round. Or let?s
say a 6th-level magic-user
with a 16 intelligence
can know up to 14 spells.
To become specialized
in a fireball, a third-level
spell, it would take
three extra slots, leaving
a total of 10 other spell
slots. As a result, there
wouldn?t be many people
crazy enough to be specialized
in high-level
spells such as wish because
they couldn?t have
many other spells.
The last bit of info which
I would like to
discuss is weapon specialization.
It is unfair to
all of the other PC classes
to let only fighters
and rangers dish out so much
more extra damage
than anyone else. But, since
it is in print and
probably accepted all around
the nation, why
not let magic-users become
specialized at casting
spells? Just use the number
of spells knowable
as proficiency slots, and
have one extra
proficiency slot per level
used to become specialized,
thus reducing the casting
time by half
or making it possible to
cast quick spells at a
rate of 2 per round instead
of only 1. For
example: A Conjurer with
an 18 intelligence
wants to become specialized
in magic
missile. It is a first-level
spell, so it takes one
extra slot, leaving only
16 other slots for spells.
The spell thus takes only
1/2 segment to
cast; otherwise, the magic-user
is able to cast
2 magic missile spells in
one round. Or let's
say a 6th-level magic-user
with a 16 intelligence
can know up to 14 spells.
To become specialized
in a fireball, a 3rd-level
spell, it would take
3 extra slots, leaving a
total of 10 other spell
slots. As a result, there
wouldn't be many people
crazy enough to be specialized
in high-level
spells such as wish because
they couldn't have
many other spells.
This may look like a crazy
idea, but so is a
ranger doing a minimum of
10 hp damage from
a normal arrow + 1 per level,
without strength
additions or magic bonuses,
etc. Imagine a l0thlevel
ranger with an 18/00 strength,
a bow +2,
and arrows +2: too much #@&$?!
power!
Bruce Johnson
Anchorage AK
(Dragon
#129)
Mr. Barnes talked about trying
to balance the
magic-user
at low levels [in issue #122]. A magic-user
should receive spell bonuses
for exceptional
intelligence.
A smart mage should get a
greater benefit from his
intelligence than
merely having a greater selection
of spells to try
to choose from. As Jeanne
McGuire said in her
following letter, "Hence
the tie-in to intelligence: <link>
the smarter mage can keep
track of more sets
of data [astrological data,
manna fields, etc. in
spell-casting] at once."
Next is the permanent
knowledge of some cantrips.
This bonus should
only be bestowed upon mages
with intelligence
of
18 or greater, as it is already easy enough for
a magic-user of average intelligence
to be able to
cast many cantrips. Again,
this is another use of
high intelligence for mages.
Another issue is allowing
magic-users to wear
light armor. During a magic-user's
early stages
(1st-4th levels), his spells
are simple and easy to
cast. Therefore, padded
or leather armor would
not restrict his movement
enough to interfere
with spell-casting. As the
higher levels are
reached, however, spells
become more complex
and difficult to cast, so
he would have to shed
his protective coverings.
In addition, he is now
ready to face the dangers
of adventuring with
more HP and spells with which
to defend
himself. Giving the mage
additional weapons
and fighting abilities is
unnecessary, as he is a
magic-user, not a fighter!
The last idea Mr. Barnes suggested
was that of
using "spell points." I've
seen this system used
with other games and it works
well. A low-level
magic-user with few spells
to cast would be
much better off with such
freedom. I also feel,
however, that this ability
would become unbalancing
at higher levels, and such
an ability
should be phased out as the
magic-user increases
in level. There are many
reasons for
forcing the magic-user to
start memorizing his
spells again. For one, he
is able to cast many
more spells now, and he should
now be able to
assemble a wide variety of
spells from past
experience. The second argument
I shall associate
with another spell-caster,
the cleric. A cleric
is able to receive his lowest-level
prayers and
spells on his own or at a
local temple. As the
spells progress in power,
the spells come from
higher places, more important
temples, demigods,
and -- for the highest spells
-- the cleric's
own deity. Well, a magic-user
is easily able to
keep track of the knowledge
of lower-level
spells, but as they increase
in complexity, their
knowledge comes less easily,
thus requiring
outright memorization. All
of this new data for
the higher-level spells and
the knowledge of all
the lower spells begins to
clutter his mind. To
solve this problem, he has
to organize this
information and select only
the knowledge of
how to cast certain spells
at a time.
These are just my ideas about
how to create
additional abilities for
low-level magic-users, and
I am sure that other people
have many more. I
hope that such ideas help
the many pitiful
mages out there. Maybe such
abilities should be
considered while the AD&D
game is being
revised.
Keith Sutton
Alliance NE
(Dragon
#129)
I am responding to a
letter in the "Forum"
from
issue #128, written by Steve Shewchuk. I
disagree with him; magic-users
are indeed much
like a 1-charge magical item
at lower levels
(especially 1st). I find
a few flaws in Mr. Shewchuk
's "improvement" for magic-users.
First of all, the use of cantrips.
Page 45 of
Unearthed Arcana clearly
states that a magicuser
may memorize 4 cantrips
in place of
1 first-level spell. If a
1st-level magic-user does
this, how does he cast his
first-level spell? While
they may be effective in
given situations, cantrips
do not have the power to
equally replace
that one important spell.
Removing the memorization
rule, however,
seems drastic. The system
of spell points used
by some has been suggested
as giving a spellcaster
too much power; I am inclined
to agree.
Mr. Shewchuk asks, "When
has any spellworker
in popular fantasy forgotten
a spell just
because he put forth the
power to use it?" In the
DRAGONLANCE® books,
Raistlin certainly
forgot his spells after casting
them!
Don't get me wrong. I love
magic-users and
couldn't do without them.
But there are easier
ways to keep them alive longer.
For instance,
what about that character
you roll up every
once in a while with more
than 1 high ability
score? If he were a magic-user,
he could have a
better AC due to dexterity.
Or put a
staff
in the hands of a magic-user with a 17
strength.
This will make certain that while he is
not as good as a fighter,
the magic-user can take
care of himself to a degree.
Also, use that 1 spell carefully.
If a party has
a few fighter types, they
should be able to
handle 4 or 5 orcs
without the magic-user
trotting out his magic
missile.
Finally, what's wrong with
hit and run? Every
character I've ever played
has had to earn his
levels by taking on one group
of monsters and
then going home to heal for
a few days. There's
nothing wrong with it. Some
people get the
impression that you should
be able to get into
several battles the first
time out.
The magic-user is a lowly
person, but with a
little work and patience,
he can be that high-level
mage everyone dreams of having.
Jason Greff
Regent ND
(Dragon
#133)
There has been in past issues
of DRAGON®
Magazine's "Forum" section
a tendency to tinker
with or modify the workings
of the magic-user
class. Some maintain that
a Prestidigitator is
very weak; others believe
the class to be fine
just as it is. Some suggest
altering the memorization
rules and number of spells
learnable, or
giving bonuses on number
of spells memorized
for high intelligence
similar to a cleric's wisdom
bonus.
This issue came into current
prominence with
the letter
of W. Brian Barnes in issue #122.
There, he maintains that
Prestidigitators are "a
one-shot magical item" and
severely limited in
their options once their
1 spell is cast. He goes
on to criticize the standard
argument that game
balance requires weak low-level
mages to offset
powerful high-level Wizards.
True balance, he
argues, should not be dependent
on time, but
rather should be constant
over time. All in all, a
very compelling argument.
Most players that
have played a magic-user
at low levels can
identify with their relative
impotence -- low HP and 1 spell.
After you've cast that one
spell, your life can get
real boring.
In issue #128, Steve
Shewchuk tries to
counter
this argument by presenting a variety
of alternative actions for
low-level magic-users.
Regrettably, these options
are somewhat questionable
in their usefulness, Mr.
Shewchuk
suggests first that magic-users
proficient in
darts
can throw them at opponents. Unfortunately,
this ignores a fundamental
rule of combat:
You never, ever, fire missile
weapons into
melee
combat. I recommend that anyone who
questions this conduct a
mock fight with
friends. As anyone who has
been in any kind of
fight can tell you, positions
change very rapidly,
and where an enemy was just
a second ago, a
friend can appear at any
time. So, here you
have a mage, whose combat
skills are not anything
to boast of in the first
place, lobbing darts
into a melee. See page
63 of the Dungeon Masters
Guide for how to handle
this. After a few
accidental darts in the back,
a mage's fighter
companions are probably going
to tell him to
knock it off, perhaps with
some force. I would
theorize that the spell magic
missile was invented
to deal with just this problem.
Another disadvantage to the
dart idea is that,
until 6th level, that dart
is a mage's only weapon
of proficiency. Despite there
being no provision
for it in the rules, a mage
should have considerable
difficulty in engaging in
melee combat with
a dart. When attacked by
an orc with a scimitar,
a staff is a whole lot more
useful. I would consider
a mage (or anyone else for
that matter)
without a hand-to-hand melee
weapon to be
easier to hit, perhaps giving
an attacker a + 1 or
+ 2 bonus "to hit." A bow
or crossbow might
deflect a sword attack, but
a dart? Never.
Another suggestion by Mr.
Shewchuk is the
extensive use of cantrips.
Take a good look at
those cantrips for a minute.
Most of them have
exceptionally limited combat
usefulness at best.
A smokepuff
cantrip will make a puff of smoke
that will dissipate in 1
round. A creature
should get a saving throw
and maybe even a
bonus such as + 2 if a mage
actually tries to
throw it so as to blind,
or maybe the mage
should have to make a "to
hit" roll. It strikes me
that a puff of smoke could
very easily be
cleared with a simple puff
of breath. Any cantrip
that makes noise will almost
certainly be
overwhelmed by the regular
noises (get a shield
and beat on it -- pretty
noisy business) of combat.
If one actually does draw
a creature's
attention to its back, guess
what? The group's
Thief
sneaking around back should have to make
another roll to see if the
monsters notice him. If
he is spotted, there goes
his back-stabbing
which requires surprise.
I personally have
always found cantrips to
be pretty silly -- summon
a honey bee indeed! They're
good for
entertaining peasants,
but in combat with
bloodthirsty monsters, they
just don't cut it.
Next, Mr. Shewchuk suggests
elven mages use
woodsman skills. I find no
reference in the
elven
or half-elven race descriptions to
such
abilities. But even if the
mage has such skills,
being a guide (or even using
the elven ability to
increase surprise of opponents)
generally
requires the guide to be
near the front of the
party, a place a Prestidigitator
should avoid like
the plague. Those with 1-4
HP cannot even take
an average sword blow. And
of course this
suggestion does nothing for
those mages who
are human.
Finally, Mr. Shewchuk discusses
multiclassed mages, which
seems to miss the
whole point. The discussion
was about magic-users,
not fighter/magic-users
or magic-user/
thieves,
which are totally different classes with
their own problems and circumstances.
Here is a list of my suggestions:
1. If you like cantrips, give
magic-users spell
capacity for them in addition
to that for 1st-level
spells, not in exchange for
them. Expecting
mages to sacrifice a 1st-level
spell for 4 lousy
cantrips is going to doom
cantrips to disuse. A
good number might be 2 cantrips
for every
1st-level spell a mage can
memorize (a 1st-level
magic-user would therefore
have a 1st-level
spell and 2 cantrips).
2. Drop the learning rules.
A competent DM
can control the number of
spells the mage
receives over Time.
This way, a low-level mage
does not struggle to find
magic missile -- only to
have it permanently removed
from his use. The
learning rules seem somewhat
unfair anyway;
clerics get instantaneous
access to all their 1st-level
spells
and wisdom bonuses on top of that.
3. Consider starting magic-user
players as Evokers.
It gives them a few more HP and
provides them with an extra
spell. Under this
interpretation, mages gained
a level while in
apprentice training. If you
think this is unfair to
others who have to start
at 1st level, make the
mage start with zero XP --
i.e., to
become a Conjurer,
he must gain 5,001 xp. That
way, he has to pay for it
all, but is less of a
wimp at the very beginning
of the campaign.
4. Avoid the spell-bonus system
suggested by
numerous people. Such a system
creates something
of an imbalance, effectively
raising a mage
2 or 3 levels if he has high
intelligence
(and when was the last time
you had a mage
character with less than
16 intelligence?). Spell
bonuses for clerics are less
of an imbalance. A
cleric's
spells are less flexible and there are
fewer of them available --
and none of them
can do damage at a distance
or affect multiple
creatures as can magic missile
or sleep. A 1st-level
party containing a mage with
3 sleep
spells is going to waltz
through most low-level
encounters. After all, that
sleep spell was
designed to affect just the
type and power level
of monsters the party will
be encountering. One
other problem with this system:
What's good for
the goose is good for the
gander. Before you
players out there start pressing
your DMs to use
such a system, be warned
that the NPC magic-users
will have the bonus, too.
And your DM
can automatically assign
them an 18 intelligence.
5. DMs and players should
give some thought
as to why mages would be
sought-after individuals
for adventuring groups even
at low power
levels: incredible intelligence.
It is almost a
triviality to state that
magic-users have the
highest intelligence ratings
in the party. Mages
represent the smartest group
of their particular
race and probably can out-think
most of the
fighters,
clerics, and thieves
they associate with.
If you're low level, having
someone along who
can think his way out of
a problem is an asset
you must have. Raistlin of
the DRAGONLANCE®
saga is an excellent example.
Despite little actual
spell-casting ability in
the early stages, Raistlin
was an invaluable companion.
His example
suggests further usefulness
for mages. In the
stories, Raistlin was by
far the best educated of
the Heroes of the Lance.
In many worlds, mages
may be the only literate
members of the group,
and certainly they should
be by far the best
read. Having someone well-educated
about the
world along on a low-level
adventure just might
be the difference between
life and death. Some
things are hard to simulate
in a game in which
the magic-user player has
an intelligence equal
to that of his companions,
I'll admit.
In my world, only magic-users
can consult the
Players Handbook concerning
magic-user
spells,
and only clerics can look
up clerical spells. This
is to reflect the simple
fact that the 1st thing
mages ever do in their training
is memorize all
such information. Indeed,
their ability to memorize
the whole thing backwards
and forwards is
the first test as to their
capacity for magic use.
Thus, if the party wants
to know about a spell,
whether the mage has it or
not, they have to ask
him. I also give mages some
knowledge of a
variety of old, dead languages
used on many
maps and other written information
the group
finds. Unless he's high level,
a thief is just not
reliable on such things and
he's unlikely to have
encountered such languages
before in any
event. I also give mages
the benefit of having a
general knowledge of magical
items (let's face it,
most of your players probably
know the DMG
treasure
list by heart) and other various magical
effects. When the group encounters
a new item
or strange effect, the mage
may know something
about its abilities or limitations.
The key to making low-level
mages playable is
not by vastly increasing
their spell power.
Remember, any system will
apply to high-level
wizards and to NPCs, so those
spell-point systems
will increase the power of
high-level spellcasters
as well as low-level ones.
And for a class
that's already very powerful
at high level, that
might be trouble balance-wise.
An examination
of most fantasy game systems
that use spell-point
systems reveals an interesting
fact: The
mages have considerably lower
numbers of
available spells. With the
large number of spells
available
to an AD&D® game mage, things could
get really out of hand. Low-level
mages can be
made more interesting and
flexible by relaxing
some of the tight restrictions
on spells available,
increasing their value to
a group apart from
pure spell power, and perhaps
making a small
adjustment in the beginning
number of spells
(as opposed to a permanent
addition from a
spell-bonus system similar
to that used by
clerics).
Tim Lieberg
Rogers MN
(Dragon
#134)
In previous letters to the
"Forum," some
people have discussed different
ways to rid [the
AD&D®
game's] magic-users of their nagging
habit of dying at low levels.
But if you tamper
with the class too much,
it tends to become a
supercharacter. My solution
to this dilemma is
actually very simple. Just
let the magic-user
wear armor that is a cross
between his normal
robes and leather
armor. This would consist of a
resilient fabric with cloth
reinforcements over
the vital areas. The new
armor would keep the
original movement of the
robes and weigh only
a little more. As a result,
the AC, not
including dexterity bonuses,
would be dropped
from 10 to 9. The magic-user
now has a 5%
better chance of survival.
I have found this
simple change gives the magic-user
the tiny
edge he needs to survive,
but it will not affect
him seriously when he reaches
higher level.
Dain A, Muller
Marblehead MA
(Dragon
#135)
Scott
Whitmore brings up an important point
in the big debate over strengthening
the low-level
mage (issue #129).
Unfortunately, it produces
the opposite conclusion to
what he has in
mind. If we accept his claim
that magic-users
are the favorite class of
most players (a probable
theory), then we must conclude
magic-users
must be made weaker, not
strengthened.
Our basic fantasy world is
a society in which
the magic-user is a relative
rarity. There are a
lot of fighters,
but only a few spell-casters. To
role-play such a society,
a majority of the players
must choose to be fighters
and relatively
few to be mages or clerics.
If a majority of the
players would rather play
a magic-user, the
fighter must be given advantages
while the
magic-user must suffer.
Our ideal PC distribution
would look something
like: 5 fighter types, 4
of them purely
fighters with only 1 ranger
or cavalier
type; 2 clerics; 2 magic-users;
and 1
thief.
As long as we have 20% of the players
preferring to be mages, we
don't want to
strengthen the magic-user.
Only when the
players have to start drafting
to get a magic-user
in the party do we improve
the class.
This does not mean we can't
help the poor Prestidigitator,
but if we do so, we must
hurt
the magic-user in other ways
-- say, reduce his
spells at higher levels.
The magic-user class
cannot be made any more attractive.
I'd love a
more powerful magic-user
myself, which means
by my logic that we need
a weaker, not stronger
magic-user.
David Carl Argall
La Puente CA
(Dragon
#135)
About the ongoing controversy
about low-level
magic-users
not having a good survival
rate, here are some more
remarks.
Larry Madden (issue #129)
had some interesting
suggestions, but they are
not really practical.
Whether or not your mage
can pick up
magic
missile scrolls (or any others) just by
walking in a store and requesting
them is a
matter for the DM to decide,
but magical items
really shouldn't be that
common. And for the
merchant
to "forget" to charge extra for more
powerful scrolls or "mistakenly"
give them out
just isn't going to happen
without DM collusion.
If I had a player tell me
that phantom armor
could be cast on the inside
of a robe because the
spell description doesn't
require it to be visible,
I'd say that the spell may
be cast in that way,
but the "armor" would still
be visible on the
robe's outside, since the
spell description doesn't
prohibit that, either! (The
illusion is of a suit of
armor of normal thickness,
and surely the outer
"surface" of it would be
one armor-thickness
distant from the robe's inside,
and thus be
visible.)
There is a simple solution,
though: Start your
magic-user character as a
dual-classed
(Players
Handbook, page 33)
Prestidigitator, former Vet.
This gives the benefit of
good HP, and the magic-user
can use
fighters' armor
and weapons. Armor cannot be
worn during spell-casting
(meaning in practice
that the magic-user is going
to wait until running
out of spells before wearing
the armor),
and the weapons will never
be used more
skillfully than 1st-level
fighter ability (by 6th
level, the magic-user will
do better with a magic-user
's weapon).
Kenneth Arromdee
Ventnor NJ
(Dragon
#135)
Issue #134 presented
some very educational
reading. I particularly enjoyed
the
letter to
"Forum"
by Tim Lieberg and applaud his
attempt to improve on a situation
that so many
other people have failed
to do effectively. I have
done many of the same things
that Tim suggests
to realign the powers of
Prestidigitators. I
do not fully agree with him
on his views on
cantrips; however, I am not
using the cantrip
system as it was presented
and am not prepared
to actively disagree with
him.
I believe that too many AD&D
game players
these days put too much emphasis
on combat,
and thus they think of 1st-level
magic-users only
as "one-shot" sleep
spells. Even though Tim's
letter centered entirely
on the magic-user, much
could be learned about the
other classes by
applying his theories to
them. I have noticed a
general tendency of late
to add power to the
low-level characters of all
classes. Specific
examples of power boosting
can be seen in
weapon
specialization, new character rolling
methods, new statistic minimums
for 1st-level
characters, and the addition
of cantrips (to
name a few). This tendency,
I believe, stems
from the fact that most players
and DMs believe
that the game is centered
on combat. I am not
arguing with the fact that
the game presents
itself as a combat-heavy
system. I am merely
pointing out that there are
more things that
low-level PCs can do besides
fight everything
they see. Players become
bored with noncombat
activity and put pressure
on the DM to "liven
things up a bit." This leads
to other problems.
Too many times I've played
in games in which
every encounter forces the
party to stop and
rest or heal up. This usually
causes the DM to
allow much more healing or
even boost the
effects of the standard potions
or spells. Fighters
and clerics
start to look like Sherman tanks,
bristling with magic weaponry,
armor, and
healing spells. Magic-users
resemble artillery
units, each boasting several
wands, rings,
cloaks, etc.
My point is that combat should
be deemphasized
right from the beginning.
Characters
should have more to strive
for than power
and wealth. Use of noncombative
skills should
be rewarded by XP, and some
form of praise should be
given -- whether it be
verbal or "lucky breaks"
-- to those who skillfully
role-play their characters.
If this is done,
then ultimately the players
might be more
willing to accept those things
that add depth,
not power, to their characters.
"The Mystic
College"
(issue #123) presented a perfect example
of such. I know of very few
campaigns in
which running a magic-users'
college would go
over well with the players
of wizards. "Why
would I want to waste my
money on that!" is the
response that usually comes
back. The idea that
one should spend money
in order to gain prestige
or a good reputation is alien
to most. Many
DMs complain that their players
become too
powerful for the monsters
or become too rich.
True enough! Then the DMs
go one step farther
and blame the articles in
DRAGON
Magazine for
the situation. I propose
that DMs should look to
their policies in bringing
up the characters from
low levels in order to find
out where the fault
lies!
R. J. Wenzel
Lancaster CA
(Dragon
#137)
Today, I decided to peruse
through a stack of
DRAGON Magazines to
read some "Forum"
letters. Lately, the big
thing has been magic-users.
When Mr. Gygax wrote the
game, he
knew that the
magic-user at 1st level was laughably
weak, and he tells us so
in the Players
Handbook. But if anyone
were to bother to look
at the future of the class,
he would notice that
after a while it takes surprisingly
few XP to rise in levels. As soon as the
magic-user hits a high-enough
level, a 3rd-level
fireball
or lightning bolt will outshine
the party's
warriors. Besides, when it
comes to weapons, a
magician only carries a weapon
to defend
himself, so why not have
only 1 weapon?
Just because a magic-user
can't fry Orcus's
brains out at 1st level is
no reason to condemn
the class. I believe another
"Forum" writer
supports me when I say that
the magician is,
because of his greater age
(as per the DMG) and
all of his studying, the
most learned of any of
the other characters, and
will usually have the
highest intelligence.
Surely he will be the best at
trying to deal with zealous
arresting officers,
trying to discover if the
party's contact is lying,
or debating whether a known
assassin should
join the party. A magic-user
must also have a
fairly high dexterity,
so he might be the best at
helping the
Thief pick a lock or something along
those lines.
A. Patrick Connery
Burlington ND
(Dragon
#138)
I have read many letters in
"Forum" complaining
that low-level magic-users
are too weak and
die too often. I agree. Magic-users
start with
very few HP, 1 spell, and
no armor or
powerful weapons. I have
a few suggestions
which might help.
1. Start magic-users with
1-6 hp instead of 1-4.
It will help them survive
that difficult 1st level.
2. In my campaign, I let magic-users
refer to
the Player's
Handbook, Monster Manual,
and
Monster
Manual II any time during the game.
My reasoning is that magic-users
are the most
intelligent of characters.
Also, you might consider
starting magic-users with
an additional
language
for the same reason.
3. Allow magic-users to wear
leather armor
until attaining 4th level.
It will give them that
extra edge to help them survive.
4. Lastly, start magic-users
with 3 or 4
scrolls of 2nd-
or 3rd-level spells. It solves
the "only one spell a day"
problem without
strengthening spell abilities
at high levels.
Eric Burns
West Buxton ME
(Dragon
#138)
For years, I have read varying
viewpoints on
how to improve the low-level
magic-user to help
him survive and make him
more fun to play. As
both a player and a DM, I
find the worst part of
playing a low-level magic-user
is the frustration.
He can't fight to save his
life, the number of
spells he has is pitifully
few, and other PCs are
as smart as he is. So, what
does that leave us
with? A frustrated player.
Once his specialty is established,
the magic-user
is allowed to choose his
initial spells with
no random dice rolls at all.
I believe if the
apprentice magic-user was
specializing in an
area during training, he
would have learned
specific spells in that area,
not just any old spells
that came along. Likewise
his teacher, who is
also a specialist, would
tend to teach him spells
that fall within his area
of specialization. The
number of spells the magic-user
is initially
allowed to have does not
change.
The number of spells a character
can cast,
however, does change. A Prestidigitator
who has specialized can cast
2 spells; at 2nd
level, 3, etc.; overall,
the magic-user gains
the ability to cast 1 additional
spell. This
allows the character to participate
more fully
should the party have to
fight more than once,
but it does not give him
an inordinate amount of
spells at any time in his
career.
What does specialization give
a character
besides 1 extra [1rst-level]
spell? All spells
that are within the character's
area of specialization
are cast as if the magic-user
were 1
level higher; likewise, he
can cast specialization
spells from the next higher
level at the rate of
1 per day. This gives the
magic-user slightly
more power, but not an extraordinary
amount,
especially when we look at
the negative side.
Spells cast which are not
within the character
's areas of specialization
always have only
50% of normal effectiveness,
rounded down
where appropriate. For example,
a 10th-level
magic-user
with specialization that included
fireball
would be able to cast a fireball that did
11d6 hp damage and had a
range of 21". If that
same magic-user's specialization
did not cover
fireball, he would only be
able to cast a 5d6-hp
fireball with a range of
10". In addition, it takes
twice as long to learn and
memorize a spell that
is not within one's area
of specialization.
Finally, magic-users are allowed
to memorize
or cast only a certain number
of spells that fall
outside their areas of specialization
without
receiving added penalties.
The number of spells
and severity of the penalties
vary and are basically
subjective. The penalties
exist because
these magic-users have specialized
in a specific
area of magic, and working
outside that area is
simply dangerous. They are
dealing with forces
with which they are not entirely
familiar, and
this could have an effect
not only on the spell
but on the caster as well.
Penalties I have used
range from having the spell
fail or backlash on
its caster to complete loss
of specialization and
all benefits. In the case
of lost specialization, the
ability to cast other spells
does not revert to
normal. Instead, it stays
at the level it was when
specialization was lost.
When the character
attains his next level, his
abilities in these other
areas increases along normal
lines but does not
automatically catch up.
Let's look again at the 10th-level
magic-user
who did not have fireball
in his area of specialization.
At 10th level, he could cast
a 5d6-hp
fireball for 10". If he lost
his specialization
powers, he would only be
able to cast a 6d6-hp
fireball for 11" at 11th
level.
As a DM, I have found this
method works
very well, allowing the low-level
magic-user to
participate more and keeping
him from becoming
frustrated. It also forces
the players to
seriously consider their
areas of specialization
from the start. What may
benefit them at lower
levels may be a serious handicap
at higher levels
if they're not careful. They
have to do some
research into what they really
want to accomplish.
The end result is a much
more knowledgeable
magic-user who is solidly
aware of his
strengths and weaknesses
right from the start.
Jeffrey C. Weber
Oak Harbor WA
(Dragon
#139)
I found Kenneth
Arromdee's input into the
ongoing discussion of the
abilities and shortcomings
of the low-level magic-user
(issue #135) to
be curious. He noted that
the suggestions of
Larry Madden
(issue #129) were "not really
practical," then went on
to put forth a "simple
solution." His solution was
to allow the magic-user
the ability to wear armor
when he had
exhausted his spell-casting
capability.
This approach, too, seems
to be "not really
practical." The prospect
of a magic-user (who is
most likely deficient in
strength to begin with)
lugging around a suit of
armor for occasional
use is at best unlikely.
The thought of our
magic-user taking his turn
in any particular
martial encounter to stop
and don his armor is
truly absurd.
It seems to me that the spell-casters
are well-rounded
characters as they now stand.
In the
early levels, when the magic-user's
party is
tackling relatively low-level
problems, the mage
will do his bit against the
enemy (be it a sleep
spell or whatever), then
slip back to a defended
point and lay low while the
brawny-armed
musclemen hack up the orcs.
Then, when
XP are handed out, the magic-user
gains for the total attack.
This is repaid at
higher levels when the strong-shoulders
gain
XP after the mage casts a
spell
that acts as an extraordinary
killing machine.
In my opinion, there are only
2 times when
a magic-user should be given
any extra abilities.
The 1st is when the party
is dealing with a
world in which a magic-user
is as rare as a staff
of
the magi. In this case, the magic-user would
have greater fighting abilities
at all levels, but
his magical ability must
suffer proportionally --
both because some of his
time that would otherwise
be spent enhancing magical
technique
must be given for the conditioning
of those
fighting abilities, and because
other mages from
whom the up-and-coming magic-user
could
learn are so few and far
between. This decrease
would be noted by a lessening
of effectiveness
of spells across the board
(i.e., the HP
damage ability of the mage's
spells would drop
proportionally to that mage's
increased amount
of HP damage that he can
inflict in normal
combat). The second situation
would occur
when the party is dealing
with a world in which
magic-users are a dime a
dozen. In this case, the
magic-user's spells would
be of increased effectiveness
-- but remember, what is
given to the
PC must also be given to
all NPCs.
Moving on, I find that I must
reply to the
belief of Steve Allen (same
issue) that the prime
use of RPGs is to be challenged,
and that fun is
secondary. I agree with Mr.
Allen that a good
challenge stimulates play
and makes it more fun
— to a point. However, after
having spent 7
hours in school trying to
understand the
imbalances of trisomy inheritance
and puzzling
through General Howe's motives
in making a
frontal attack against Breeds
Hill, my primary
aim in sitting down to a
game is to enjoy myself,
not to be bogged down with
endless and agonizing
puzzles, the answers to which
are buried
deeper than the riddles of
the ancient pyramids.
Also, an occasional adventure
which is purely
"for the fun of it" is often
just the thing to
rejuvenate a party -- enabling
it to attack those
earth-shaking quests for
which gamers pine
with all the more vigor.
Finally, I contend that at
the other end of the
scale of poor role-players
is the player who is so
wrapped up in the seriousness
of the game that
he forces it to be oppressive.
Therefore, I submit
that the primary aim of RPGs
is to have fun
-- if it's not fun, why bother?
Scott A. Shepard
Castanea PA
(Dragon
#139)
I'm writing to you on 3 related
subjects
covered in issue #135
in "Forum." These subjects
are low-level spell-casters,
illusionist spells, and
spell
books.
I find that a Prestidigitator
needs no
improvement to survive. He
has all the resources
needed to survive as is,
if only you look for
them. These resources are
his intelligence and
his starting
money.
According to the Players
Handbook, a magic-user
starts the
game with $200-800 and can
equip himself for $100.
The extra money can
be well used in several survival
strategies, as
follow:
1. Join a group of adventurers.
There is safety
in numbers, and this is how
the game is supposed
to be played.
2. Loan money
to a fighter for armor.
This
helps him survive, and he'll
owe you a favor and
some money.
3. Hire a bodyguard<sentinel>.
This is costly, but it
guarantees he'll place your
life before almost
everything else. You might
be able to get one on
the promise of a magical
item for him or by use
of a charm spell.
4. Buy a bodyguard<sentinel>.
If there's slavery in your
campaign, it is easy. Otherwise,
you can buy a
guard dog
for $250 or a hunting dog for $170.
You might also be able to
pick up something
more exotic, like a nilbog
or a rust monster.
5. Make a bodyguard or helper.
This option is
not usually open to low-level
spell-casters, but if
you can get a golem
or undead to serve you,
you're doing great. Cantrips
and 1st-level spells
usable for this are bee,
bug, gnats,
mouse,
spider,
enlarge, find
familiar, mount, unseen
servant,
and Tenser’s floating disc.
6. Sell your services in town.
Remember, $10
= 1 xp. All you need is the
imagination to apply
every spell in the book.
I must now defend my position
on the construction
of traveling and permanent
spell books (issue
#129). I based my
description on the size, volume,
and weight figures on the
writing of Eric Krein in
issue #123 and the
assumption that a traveling
spell book would be built
"form follows function"
while a permanent spell book
would be "function
follows form." I will grant
that I didn't consult
Unearthed Arcana.
Mr. Krein, in turn, seems
to have missed a key
note in my description of
a traveling spell book
"the pages are thin! They
are made to be
squeezed into a small space,
not to endure
attacks. Permanent (or standard)
spell books are
constructed to serve the
same function for a
magic-user as treasure serves
a dragon: status
symbols! The better quality
of these works
would give them a +2 bonus
to saving throws.
This example of spell book
construction
should help: A wizard orders
1 traveling and
1 standard spell book. He
is informed that the
standard book will be ready
in a year, and the
traveling book in a month.
The traveling book is built
as a loose-leaf
volume. The pages are between
1/2 and
1/10 the thickness of a hair.
The cover
consists of 2 iron pans filled
with alkaloids
and capped with ceramic tiles.
The book comes
with an airtight glass case
to keep it, and, maybe,
a few spell
components inside. It's built for
volume, not strength.
The standard spell book is
built as a hardbound
work. Each page is 2-5 hairs
thick and
stored in preservatives until
needed. The pages
are sewn to the cover with
elf hairs and glued
in place. Endpapers are used.
The cover is
constructed of hardwood and
covered with rare
leathers. The book is decorated
with gold leaf
and jewels,
and is built to last 1,000 times the
1-2 years of the traveling
book.
My final topic concerns the
vagueness of
illusionist spells. I say
they have to be vague; an
Illusionist
has to be able to create everything
from a butterfly to Tiamat
to a ball to a gaping
crater full of demons
with a given spell. His
spells have to be powerful
and flexible. This
means they are complex to
the point that
nobody can conceive of an
8th-level illusionist
spell. The spells do this
as they stand.
Douglas M. Burck
Cincinnati OH
(Dragon
#141)
I'm currently DM for an AD&D
game. I've been keeping up
with the arguments
about magic-users
wearing armor and using
weapons,
and with arguments in mind, I sought
some information that would
support either of
the arguments. I found this
quote in
DRAGONLANCE® Legends,
volume 2, page 111:
"At the beginning of time,
magic-users were
prohibited by the gods from
carrying any type
of weapon or wearing any
sort of armor. The
reason being, ostensibly,
that they needed to
devote time to study that
could not be spent
achieving proficiency in
the art of weaponry.
But, after the magic-users
helped Huma defeat
the Queen
of Darkness by creating the magical
dragon orbs, the gods granted
them the right to <Orbs of
Dragonkind?>
carry daggers
upon their persons. . . ." I allow
magic-users to use daggers
(and use oil) as
weapons.
Now let's talk about fighters.
I have found that
the fighter is considered
undesirable for a few
reasons. 1st, fighters have
no special abilities
outside of combat; 2nd, if
a player wants a
character that wears good
armor, can take and
dish out decent damage, and
has nice HP,
then he could choose a cleric
and get turning
and spell abilities to boot!
So, I feel since a
fighter is trained in combat,
he would also be
able to treat minor wounds.
Using this rule, a
fighter
could heal 1 hp of damage each day in
semisterile
conditions (meaning anywhere
decently
clean).
Darrell Anderson
Elma NY
(Dragon
#141)
Being an avid player of magic-users
in the
AD&D game, I am
dismayed to see articles in
"Forum" suggesting rules
to help magic-users
survive lower levels more
easily. It seems that
that idea of benefits and
limitations, or game
balance, has been forgotten.
The limitations, in
the case of the magic-user,
are 1) not being very
powerful at low levels and
2) dying easily at low
levels. But, the benefits
from these sacrifices, if
the character survives, are
great indeed. Survival
means the magic-user has
the ability to use
powerful spells that can
kill with a word, annihilate
an entire army on command,
and control
entities from [outer
planes] while forcing his
will upon them. I can't imagine
the resulting
chaos in a world where almost
all magic-users
(including NPCs, as common
sense would dictate)
survived to high levels and
had these
powers, quite literally,
at their fingertips.
I believe that magic-users
should be rolled up
according to the Players
Handbook and not
modified to allow easier
survival, because the
limitations of the class
are more than adequately
balanced out at high levels.
Eric Parish
West Lafayette IN
(Dragon
#142)
Unfortunately, here's another
letter about the
magic-user's
dilemma (the popular thought that
we should make magic-users
more powerful to
survive early on). To help
my PC, my DM started
letting him have special
bonuses and find scrolls
throughout most dungeons.
As a result, I have
the ultimate PC at level
20. All others are at my
mercy, and my party must
watch as my PC
destroys monsters
too powerful for the others
but just right for him. After
3 years, I must
finally remove my character
from the campaign
in all fairness.
Dain A. Muller (issue #135)
saw the problem I
have. To avoid the frustration
and disappointment
I had, start low-level PCs
in dungeons that
have fewer dangerous encounters
and more
riddles, puzzle-solving,
and ways to coax players
into correct playing of the
rules. Give XP
for solving certain situations. Gradually
add more traps
and danger until you can
run a more regular campaign.
The mentor of one magic-user
could have an
illusion-using dungeon set
up with minimal real
damage. True experience could
be awarded
because the party would be
gaining knowledge.
Eventually, the magic-user
would be powerful
enough to begin other low-level
adventures
without the rest of his party
suffering.
Jason Kasper
Buffalo WY
(Dragon
#142)
There has been much debate
over a spell bonus
system for magic-users.
Instead of extra
spells for the magic-user,
similar to the cleric's
bonus
for high wisdom, I suggest giving magic-users
with high intelligence more
memory. This
allows the magic-user to
memorize more spells
than he can cast each day.
For example, a 1st
level magic-user can cast
1 spell, but if he has
a high intelligence,
he can memorize 1 or 2
extra spells. The magic-user
may memorize
sleep,
charm person, and magic
missile, but
could only cast 1 of them
[each day]. This
makes the magic-user more
useful, but will not
unbalance the game like a
spell-point system
would.
I agree and disagree with
Jason Greff (issue
#133) on the issue
of memorization. He is right
that removing the memorization
rules would be
drastic, but Raistlin
from the DRAGONLANCE
saga is a poor example. Those
books were based
on the AD&D game
rules. Raistlin forgot his
spells because the rules
say so. I do think the
memorization rules are a
little strict, so I suggest
that a magic-user should
only have to go
over his spells each morning.
Committing spells
to memory every morning should
not be
required. Magic-users do,
as Steve Shewchuk
pointed out in issue #128,
become too tired
after their last spell to
cast another.
I agree with Tim Lieberg's
suggestion (issue
#134) to start magic-users
at 2nd level. After all,
experience should not be
given out for monster
slaying and treasure finding
only. For magic-users
it also comes from researching
and, as Ed
Kruse pointed out in issue
#134, casting spells
usefully. To balance this,
I suggest giving out
only 1/2 experience to magic-users
for killing
monsters, unless they use
spells to do so.
Lastly, I would like to share
my opinion of
multi-classes
involving magic-users. I do not
allow magic-user multiclasses
above 4th level.
My reasoning is that they
must devote their
time to studying the higher
arts. The only
possible exception would
be the magic-user/thief
class, and that mix would
have to be limited in
maximum level, thieving abilities,
and spellcasting
abilities.
Eric Sonnestuhl
Olympia WA
(Dragon
#143)
Recently, readers have been
sending in letters
trying to change the
magic-user character. Some
wish to make it better in
combat situations by
allowing the use of armor,
more diverse weaponry,
spell bonuses, etc. Each
letter has its own
merits, which I won't debate
here.
The one thing few realize
or suggest changing
is the minimum/maximum
number of spells
known
per spell level due to intelligence. Currently,
there are 40 official spells
of 1st level
alone. Magic-users with maximum
normal
intelligence are restricted
to a maximum of 18
of these spells. Meanwhile,
clerics and druids
of
the lowest minimum wisdom
are able to receive
any of their spells with
no restrictions whatsoever.
I suggest dropping the minimum/maximum
values altogether. Is game
balance really upset if
a magic-user can learn all
spells of his class? He
is still restricted to casting
X number per day
due to his level.
In my own campaign, following
an example
found in FR4 The Magister,
I have divided all
magic-user spells into three
different categories:
common-knowledge spells,
rare spells, and
unique spells.
Common-knowledge spells are
ones that are
either not overly powerful
for their levels, or
have been around so long
that every mage
knows of them. These are
the easiest spells to
find and learn, and consequently
are cheaper
economically.
Rare spells are the "named"
spells (various
Bigby's
hand spells, etc.), which also include
some common spells that have
different casting
results than normal due to
some obscure wizard
's research. Though many
of these spells'
effects are well known, few
mages will give
away the secrets of casting
these spells unless
offered a hefty price, usually
involving the
trading of magical
items and more spells.
Unique spells are primarily
those that I have
personally decided should
or would not be in
the hands of ordinary mages.
They can only be
found in certain books, tomes,
scrolls, etc., and
are very hard to find (and
thus are not well
known).
Using a system like this,
it sometimes costs the
character more than it's
worth to gain the use
of rare or unique spells.
The characters will
generally find it less costly
to invent their own
spells. The character can
then make himself
rich by selling the knowledge
to other mages, or
defend himself from those
who seek to steal the
knowledge.
Incidentally, in my campaign,
there are close
to 900 magic-user
spells, ranging from lowly
cantrips
to 9th-level spells. These spells come
from the various hardcover
books, as well as
from magazine articles, descriptions
of my own,
and the inventions of others.
Wendell Works
Truro, Nova Scotia
(Dragon
#143)
I am writing this letter in
response to some of
the past letters in “Forum”
concerning the topic
of the low-level magic-user.
Some of the letters
have been a little too compassionate
toward the
poor little guy. Others,
though, were saying that
it’s a tough world out there,
and if you don’t like
it, well, that’s life as
a magic-user.
1st, I think that some weapons
like the sling,
club,
mace, flail, and hammer should
be allowed
because they are not too
hard to learn how to
use effectively. Also, there
could be a penalty
for the new weapons requiring
2 or more
proficiency slots because
these weapons were
not originally intended for
the magic-user class.
If the character opts not
to use one of the newly
introduced weapons, however,
he could get the
bonus of an added NWP
or
added spell/cantrip.
Secondly, dealing with the
problem of armor
for our defenseless mage,
a mage does not need
to use any armor whatsoever.
Just think for a
minute here: If all the modifications
that have
been voiced in “Forum” were
to be put into
effect, we would come up
with Joe, a Theurgist
wearing chain mail and a ring
of
protection
+3, carrying a short sword
+4, with
a 17
dexterity and a backpack holding his spell
book
and 2 potions of giant strength.
Give a
little thought to this guy
for a minute; he has an
AC of -1! And if he and his
buddies
decide to go adventuring
in the Dungeon of
Death
and happen to meet up with a band of
spectres
(say about a 12 or so), and the
party’s cleric
is killed by a shambling mound
in
their last battle, we could
have Joe the mage
jump into the front row with
all the warriors
and kill off the spectres
without wasting any of
his precious spells.
Finally, a note on the HP
debates: The
mage does not need more HP
to survive.
In fantasy literature, magic-users
do not strive
to be the healthiest people
around. They rely
instead on their magical
nature and spell-casting
abilities. If a player wants
more HP, he
shouldn’t have a magic-user.
Also, if you want to be able
to protect yourself
with good weaponry and armor,
try running a
ranger.
You get armor, weapons, and magic-user
spells, along with druidic
spells. I hope that this
debate is settled by the
time the AD&D® 2nd
Edition Players Handbook
is published.
Tim Oakes
Berlin CT
(Dragon
#144)
Although I do not agree with
bettering the HP
and ACs of Prestidigitators,
I do
believe mages should be able
to memorize more
than 1 spell at 1st level.
Therefore, I suggest
the following and certainly
not unbalancing
modification: 1st-level
magic-users may
memorize cantrips
in addition to their one each
1st-level
spells.
| XP | No. Of additional cantrips |
| 0-833 | 1 |
| 834-1666 | 2 |
| 1667-2500 | 3 |
Of course, 4 cantrips may
still be substituted
for a 1st-level spell, in
which case the
additional cantrip rule above
still applies.
Zach Miller
Naples FL
(Dragon
#145)
The latest argument among
players and DMs
is over the weakness of the
magic-user class.
The magic-user class in and
of itself is fine, and I
have seen several players
who have done quite
well with mages. The problem
here is with the
players. Often players don't
succeed with mages
because the players lack
experience or don't put
enough thought into their
actions and spells. I
have seen many wizards die
because they used
their spells quickly and
wastefully. Players need
to take time to think about
better uses for their
spells; that is often the
key to a wizard's survival.
It is not much help to a
novice player,
however.
When players lack experience
in playing a
wizard, I feel that starting
them out with 1 or
2 minor magical items will
greatly help. I
often start a PC with a ring
of
protection
+ 1 or (rarely) bracers of defense,
AC
8. These defensive items,
along with dexterity
adjustments, can help a mage's
AC
enormously and will help
the wizard survive
those 1stt few quests. A
DM will notice that
these items are limited in
use, as they quickly
become obsolete. Thus, these
items help a mage
through the toughest stages
without unbalancing
the
game. You will, however, note that they
are not substitutions for
skillful spell-casting.
Players still have to think
before hurling magic,
but this will assist inexperienced
players.
Matt Richardson
Havana IL
(Dragon
#149)
With all the talk about changing
the AD&D
game rules so that magic-users
can have more
power and clerics
can use edged weapons, one
thing has never been considered:
How will these
rules work in your campaign?
The campaign I am in would
make most
players shudder. Rules (ones
that are written in
the book) are freely tossed
aside to accommodate
whims of the DM. (Actually,
we have several
DMs, but what was stated
still applies.) For
instance, lycanthropy
is not a curse. Some
players pursue it because
they know it gives
their characters greater
prowess, and the
negative aspects are easily
done away with.
Some DMs have very powerful
NPCs who can
provide lycanthropy and the
control of that
power to a player. These
NPCs will do it with a
minimum of whining from the
PC. The result is
a character able to assume
animal form at will
and a character immune to
nonmagical or silver
weapons. (One person started
a PC as a lycanthrope
at 1st level.)
Monster PCs are common; dragons,
minotaurs,
minor
deaths, and others exist and flourish.
Reincarnation
into a new (and usually more
powerful) form is common,
but some reincarnations
start at 1st level. (How
they go into a
tavern without everyone else
leaving or attacking
is beyond me.)
A variant spell system exists
for both clerics
and magic-users. NPC classes
presented in
DRAGON Magazine are
widely used, and so are
magical items. PCs in these
games have some
incredible stuff. I ask you,
how many Paladins
below 7th level have holy
swords in your campaign?
In this campaign's case,
roughly half.
It's getting worse, but the
players enjoy it.
When I started with this
group, I tried to run
games by the book. I rejected
characters right
and left for the above reasons
and didn't use the
variant systems. After a
bit, I noticed a pattern.
Some people would deliberately
not come to
games I ran, and no one would
play a magic-user.
I had to adapt to the gamers'
playing
styles, or I wouldn't be
playing with them for
long. I began using the variant
spell systems and
was more lenient with character
selection.
I try to hold the line by
myself. I retire my
monster PCs soon after they
become monsters,
and I stick to book classes
and races during
character generation. I have
a dream that this
group will follow my example,
but I'm not
holding my breath.
All of you out there who have
your ideas, use
them if they fit your gaming
style. If they don't,
go back to the basics.
Bill McCullough
Riverside CA
(Dragon
#150)
You know, I really can't figure
out what the
big deal is about magic-users
and the weapon/
armor
debate. "Why can't my magic-user use a
sword?" "Why can't he wear
armor?" Hey! No
sweat! Here's your sword,
and here's your
armor. Now get up there and
stand toe-to-toe
with that big ugly monster,
and have a nice
time. But seriously, does
it really matter? I've
played more spell-casters
than I can readily
count, and most of those
were magic-users. The
one thing that I learned
during that time is that
the last thing you want to
do is get close enough
to a monster so that you
need a sword to defend
yourself. Your HP and hit
probability
tell the whole story. It
doesn't matter if you're
holding a light saber and
wearing plate mail +5;
you'll be raw meat in a few
rounds.
I have no problem with these
arguments in
my campaign. I let the magic-users
use any
weapons and wear studded
leather armor. The
armor can't get any better,
in my opinion, because
the magic-user couldn't perform
somatic
gestures wearing heavy metal
armor. (Note: I
apply these restrictions
to elves and gnomes
as
well, but not to clerics).
The players like the
freedom and the ability to
swing a real weapon
when they get into a jam.
Game balance stays
stable because a sword-toting
wizard poses no
real threat to anybody except
himself. If he opts
for a bow, he'll be a downright
menace to the
party. The only thing that
the bow changes is
his survivability at low
levels. The added 2 or
3 AC points and extra point
or 2
of damage potential help
him fend off some of
the lower-level monsters
like kobolds. Don't get
me wrong; I don't think low-level
magic-users
really need any help, but
coming to the aid of a
magic-user is a by-product
of the above mentioned
policy deviations, and it
doesn't amount
to much or hurt anything.
You'll probably also
find that your PC magic-users
will revert to
doing it the old-fashioned
way after a while,
because the rest of the party
will tend to put
pressure on them to do their
fair share of the
hack-n-slash work.
R. J. Wenzel
Lancaster CA
(Dragon
#149)