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Weekly Wrecana - A New Division of Gish Classes
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7096924" data-attributes="member: 82106"><p>Sure, in Chainmail they're just basically a powerful artillery piece, they can keep firing all day, IIRC. If there was a point at which that was in D&D it was pre-publication. The original 3 LBBs pretty much have the M.U. born fully fledged, his rules changed only in relatively minor ways up through the end of 2e. The big ones were traveling spell books and much bigger spell lists, and the ability to (depending on exact interpretations and which book you went with) pick and choose spells to some extent. </p><p></p><p>I don't think the balance ever TOTALLY worked, but IME of playing OD&D wizards were more like high risk and high reward, you might flame out totally and be worthless, or you might completely do something amazing. Fighters pretty much always did fairly cool stuff, but might hit a gap now and then, and clerics were super reliable and always chipped in everywhere. </p><p></p><p>Also, the game really didn't extend past level 10 at that point. Technically you could play above that, but beyond level 12 you were pretty much beyond the rules as written. The game seemed to basically call for getting up to level 9 and then only playing your 'big guns' in special situations, mostly pulling them back to their strongholds and having them send out minions. They'd eventually level up beyond name level into the low teens and kind of top out. At that point the wizard was perhaps boss man, maybe, but there's a good chance most of what he's doing at those levels is outside the main party adventuring anyway, and fighters have their 'running the kingdom' shtick as well.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7096924, member: 82106"] Sure, in Chainmail they're just basically a powerful artillery piece, they can keep firing all day, IIRC. If there was a point at which that was in D&D it was pre-publication. The original 3 LBBs pretty much have the M.U. born fully fledged, his rules changed only in relatively minor ways up through the end of 2e. The big ones were traveling spell books and much bigger spell lists, and the ability to (depending on exact interpretations and which book you went with) pick and choose spells to some extent. I don't think the balance ever TOTALLY worked, but IME of playing OD&D wizards were more like high risk and high reward, you might flame out totally and be worthless, or you might completely do something amazing. Fighters pretty much always did fairly cool stuff, but might hit a gap now and then, and clerics were super reliable and always chipped in everywhere. Also, the game really didn't extend past level 10 at that point. Technically you could play above that, but beyond level 12 you were pretty much beyond the rules as written. The game seemed to basically call for getting up to level 9 and then only playing your 'big guns' in special situations, mostly pulling them back to their strongholds and having them send out minions. They'd eventually level up beyond name level into the low teens and kind of top out. At that point the wizard was perhaps boss man, maybe, but there's a good chance most of what he's doing at those levels is outside the main party adventuring anyway, and fighters have their 'running the kingdom' shtick as well. [/QUOTE]
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