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<blockquote data-quote="N'raac" data-source="post: 6688664" data-attributes="member: 6681948"><p>The "one spell wonder" aspect of a 1st level wizard has been mitigated a lot in later editions with bonus spells, cantrips/0 level spells, etc. One possibility is to adapt one of those elements. </p><p></p><p>That said, at 1st level the fighter has the superior AC and hit points, but typically is only +1 to hit compared to the MU. Throwing daggers while working to stay out of the melee can keep the enemy focused on the more durable warrior while the MU continues to contribute.</p><p></p><p>The historical issue with this has often been that the Wizard doesn't feel very magical when most of his actions are mundane. A simple answer? Give the Wizard a wand which hurls flaming bolts, or globs of acid, or a spark of electricity or a ray of frost (pick any of the four and that's what the wand does). The Wizard must roll to hit, the same as any ranged attack, and the magical effect inflicts 1-4 damage. It's no more than an unlimited supply of throwing daggers, and taking the wand away is just as effective as taking away the daggers, but the wizard is contributing in combat and still feels magical.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6688664, member: 6681948"] The "one spell wonder" aspect of a 1st level wizard has been mitigated a lot in later editions with bonus spells, cantrips/0 level spells, etc. One possibility is to adapt one of those elements. That said, at 1st level the fighter has the superior AC and hit points, but typically is only +1 to hit compared to the MU. Throwing daggers while working to stay out of the melee can keep the enemy focused on the more durable warrior while the MU continues to contribute. The historical issue with this has often been that the Wizard doesn't feel very magical when most of his actions are mundane. A simple answer? Give the Wizard a wand which hurls flaming bolts, or globs of acid, or a spark of electricity or a ray of frost (pick any of the four and that's what the wand does). The Wizard must roll to hit, the same as any ranged attack, and the magical effect inflicts 1-4 damage. It's no more than an unlimited supply of throwing daggers, and taking the wand away is just as effective as taking away the daggers, but the wizard is contributing in combat and still feels magical. [/QUOTE]
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