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Weekly Wrecana - A New Division of Gish Classes
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7096884" data-attributes="member: 82106"><p>Roles are more fundamental than classes, they exist IN THE REAL WORLD in military science (though obviously they have different names and slightly different functional expression). So there were defender, Controller, and Leader, with wizards kind of also being 'striker', but a fighter could certainly also fill that role, and possible a cleric could too, though they were far less equipped for that. </p><p></p><p>As for balance, I think that OD&D's 3 classes actually ARE pretty well balanced. Some details depend on exactly how you interpret some rules, but consider how it might have been played in a fairly strict sense. M.U.s have to return to town to get new spells, they can't carry their books. They can't cast, at all, unless they can stand steady and undisturbed with hands free and able to speak (and casting spells makes noise, you have to talk to do it). Each spell has to be either discovered or randomly learned when you gain a new level of spells, or researched. You also have to actually understand the spell. In addition some of the more potent magics require material ingredients, which can be pretty costly and have to be available, limiting the opportunities for casting them. Finally there's a VERY short list of spells at each level. An M.U. can do a bunch of stuff, but a HUGE amount less than in later versions of the game. Finally he's still weak in hit points, has a crap AC, and can't use a lot of really potent items. He also doesn't get followers and its at least implied that he isn't that good at holding onto hirelings, as they are often creeped out.</p><p></p><p>Contrast this to the fighter, who can get to AC2 (M.U. is stuck at AC9, there's no DEX bonus to AC). Fighters easily hire and command henchmen and hirelings, and even get free ones at high level if they build a castle. They also require a lot less XP than a wizard, about 20% less. </p><p></p><p>The cleric is in some senses the weakest, he's got NO spells at level 1, and never gets as many or as powerful spells as the M.U. (though some of them are exceedingly useful, granted). He can get any AC, but he uses a fairly limited weapon and can't be an archer or even use pole arms. He can hire people, and perhaps may even do better here than the fighter potentially. He can get some followers too, but they're not quite as good as the fighter's. His turning ability and fast advancement at low levels however do make him a really good class. Most of his problem is just being kinda boring, since he pretty much wants nothing but CLW and maybe Protection From Evil. He also doesn't get bonus spells in OD&D.</p><p></p><p>While wizards and clerics do gain in power at high levels, they are never exactly as dominating as in 3.x where most of their restrictions are lost. In fact even AD&D, if you are really strict about following all the rules, can be kind of harsh on casters, though they do eventually get too strong at high level. A lot of this is because of the large and super flexible spell lists, and easier means to actually get new spells.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7096884, member: 82106"] Roles are more fundamental than classes, they exist IN THE REAL WORLD in military science (though obviously they have different names and slightly different functional expression). So there were defender, Controller, and Leader, with wizards kind of also being 'striker', but a fighter could certainly also fill that role, and possible a cleric could too, though they were far less equipped for that. As for balance, I think that OD&D's 3 classes actually ARE pretty well balanced. Some details depend on exactly how you interpret some rules, but consider how it might have been played in a fairly strict sense. M.U.s have to return to town to get new spells, they can't carry their books. They can't cast, at all, unless they can stand steady and undisturbed with hands free and able to speak (and casting spells makes noise, you have to talk to do it). Each spell has to be either discovered or randomly learned when you gain a new level of spells, or researched. You also have to actually understand the spell. In addition some of the more potent magics require material ingredients, which can be pretty costly and have to be available, limiting the opportunities for casting them. Finally there's a VERY short list of spells at each level. An M.U. can do a bunch of stuff, but a HUGE amount less than in later versions of the game. Finally he's still weak in hit points, has a crap AC, and can't use a lot of really potent items. He also doesn't get followers and its at least implied that he isn't that good at holding onto hirelings, as they are often creeped out. Contrast this to the fighter, who can get to AC2 (M.U. is stuck at AC9, there's no DEX bonus to AC). Fighters easily hire and command henchmen and hirelings, and even get free ones at high level if they build a castle. They also require a lot less XP than a wizard, about 20% less. The cleric is in some senses the weakest, he's got NO spells at level 1, and never gets as many or as powerful spells as the M.U. (though some of them are exceedingly useful, granted). He can get any AC, but he uses a fairly limited weapon and can't be an archer or even use pole arms. He can hire people, and perhaps may even do better here than the fighter potentially. He can get some followers too, but they're not quite as good as the fighter's. His turning ability and fast advancement at low levels however do make him a really good class. Most of his problem is just being kinda boring, since he pretty much wants nothing but CLW and maybe Protection From Evil. He also doesn't get bonus spells in OD&D. While wizards and clerics do gain in power at high levels, they are never exactly as dominating as in 3.x where most of their restrictions are lost. In fact even AD&D, if you are really strict about following all the rules, can be kind of harsh on casters, though they do eventually get too strong at high level. A lot of this is because of the large and super flexible spell lists, and easier means to actually get new spells. [/QUOTE]
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