Ooop I must have misunderstood what the names of the forums meant. Sorry
No problem. I'll move it for you.
Ooop I must have misunderstood what the names of the forums meant. Sorry
Well, everything I said apples even more to 1E. The lack of spells per level makes it unlikely a single spell will do all that much more for an adventure.
I've asked my mate to give me a example of how the ability to cast 2 3rd level spells per day rather then 1 3rd level spell per day will make a big differenceall right, I have a better understanding of the premise.
So a typical party has one magic user (one fighter, one cleric, one thief... in my experience with 2e, a 5th party member often was a 2nd fighter). A 3rd level spell is, essentially, a "big problem solver". There is a pile of angry goblin? Fireball. There is an evil glyph warding that door? Dispel magic. There is an impassable chasm? Fly.
A fifth level mage can solve one big problem with a 3rd level spell. A 6th level can solve two. Sure, that helps a lot, but ... surely that one extra problem solved is not THAT determinant!
But that is just one encounter.he example my mate e-mailed me is from a adventure
I asked my mate and he said that in the adventure The GM made the villain is both narcissistic enough and arrogant enough to decide to show the world that he really is invincible by allowing the groups Magic User to take the time needed to memorize the days spells whilst the group was literally on his own front doorstepBut that is just one encounter.
So this is saying that the group is 'popping' right into the villain encounter with full spells. You could just not do that. Have say 5-10 encounters before the villain one, and at least one medium one. So at least a couple chances for the wizard to use one or both spells.
As long as you don't do the 15 minute day where the group will "camp in the doorway" to the villain encounter, your game will be fine.