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Balancing Vancian
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<blockquote data-quote="grodog" data-source="post: 5895356" data-attributes="member: 1613"><p>The rules for magic users in most D&D editions have some balancing factors that many folks houserule out: specifically, casting times and material spell components. 3.x removed most inconsequential material components, but they are a strong balancing factor for MUs in general when they're used as written in the rules (in addition to being a drain on funds for the PCs, which is never a bad thing). Michael Dobson's "Living In a Material World" in Dragon #81 offers some good additional insight into the value of material components in a campaign, as well as ways to try to manage them/make them more fun.</p><p></p><p>3.x also provided bonus spells for high intelligence MUs, which was not a rule available in 1e (I can't speak to 2e on that front, sorry). Many 1e games I played similarly offered MUs the same spell bonuses that Clerics got, but for high Int scores. So, if you've got that in the game, taking them away also helps to balance out MUs vs. non-casters, as well as MUs vs. Clerics too. </p><p></p><p>Not sure if any of this helps, or not, though, since you didn't raise specific Qs/concerns from your game??</p></blockquote><p></p>
[QUOTE="grodog, post: 5895356, member: 1613"] The rules for magic users in most D&D editions have some balancing factors that many folks houserule out: specifically, casting times and material spell components. 3.x removed most inconsequential material components, but they are a strong balancing factor for MUs in general when they're used as written in the rules (in addition to being a drain on funds for the PCs, which is never a bad thing). Michael Dobson's "Living In a Material World" in Dragon #81 offers some good additional insight into the value of material components in a campaign, as well as ways to try to manage them/make them more fun. 3.x also provided bonus spells for high intelligence MUs, which was not a rule available in 1e (I can't speak to 2e on that front, sorry). Many 1e games I played similarly offered MUs the same spell bonuses that Clerics got, but for high Int scores. So, if you've got that in the game, taking them away also helps to balance out MUs vs. non-casters, as well as MUs vs. Clerics too. Not sure if any of this helps, or not, though, since you didn't raise specific Qs/concerns from your game?? [/QUOTE]
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