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Why not Wizard?
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<blockquote data-quote="Igwilly" data-source="post: 7295725" data-attributes="member: 6801225"><p>I thin these are valid suggestions, but let me comment something:</p><p>1) Magic is harder than it seems for the players. Saying “being smart is all it takes to be a wizard” is like saying being smart is all what takes to be a <em>medic</em> or a <em>nuclear physicist</em>. Well, in theory yes, but in practice…</p><p>2) If you go with older edition books, you’ll see that magic is expensive for poor people. Really, really, expensive. In AD&D 2e, just a single, blank spellbook costs 5000 GP! That’s a lot of money for peasants. However, many smart people are born in more humble families. In our world, how many brains were born on poor families and never had the chance to be great scientists? Perhaps this fellow is smart, but the path available was working as an architect or baker.</p><p>3) It’s clear that few “priests” are able to become Clerics or other “powerful” (PC level) spellcasting classes. This isn’t what everyone does there. The same processes can be extended to other classes.</p><p></p><p>Now, I do think that it would be nice (at least) if the stuff you make with magic is not top-quality stuff. It’s something I’m working on my project. For example, if food created by magic is mediocre, even powerful wizards will have excellent cooks as employees, so they can taste good stuff ^^</p><p></p><p>About experience levels: it clear that the XP system is aimed at PCs, not NPCs. 4e did quite a good job at clarifying that: PCs are special not only because they have PC classes, but also because they can improve their abilities quickly in this way. NPCs work in their usual, more “realistic” ways. Gary Gygax himself discussed about this. The XP system was made to reward players for exploring forgotten dungeons, finding treasure, saving damsels in distress and slaying powerful monsters. A game all about a scholar studying the theory of magic, priests preaching their beliefs, warriors training non-stop with swords, etc. was not his idea of a “fun game” (and I kinda agree with him).</p><p>Please do note that older editions have rules demanding a training time once you gain enough XP to be of level X. I believe it was mandatory in AD&D 1e, but it’s optional in AD&D 2e. This training takes some time, and it’s <em>very</em> expensive, and usually you want to have a teacher guiding you – self-training was possible, but even more expensive!</p></blockquote><p></p>
[QUOTE="Igwilly, post: 7295725, member: 6801225"] I thin these are valid suggestions, but let me comment something: 1) Magic is harder than it seems for the players. Saying “being smart is all it takes to be a wizard” is like saying being smart is all what takes to be a [I]medic[/I] or a [I]nuclear physicist[/I]. Well, in theory yes, but in practice… 2) If you go with older edition books, you’ll see that magic is expensive for poor people. Really, really, expensive. In AD&D 2e, just a single, blank spellbook costs 5000 GP! That’s a lot of money for peasants. However, many smart people are born in more humble families. In our world, how many brains were born on poor families and never had the chance to be great scientists? Perhaps this fellow is smart, but the path available was working as an architect or baker. 3) It’s clear that few “priests” are able to become Clerics or other “powerful” (PC level) spellcasting classes. This isn’t what everyone does there. The same processes can be extended to other classes. Now, I do think that it would be nice (at least) if the stuff you make with magic is not top-quality stuff. It’s something I’m working on my project. For example, if food created by magic is mediocre, even powerful wizards will have excellent cooks as employees, so they can taste good stuff ^^ About experience levels: it clear that the XP system is aimed at PCs, not NPCs. 4e did quite a good job at clarifying that: PCs are special not only because they have PC classes, but also because they can improve their abilities quickly in this way. NPCs work in their usual, more “realistic” ways. Gary Gygax himself discussed about this. The XP system was made to reward players for exploring forgotten dungeons, finding treasure, saving damsels in distress and slaying powerful monsters. A game all about a scholar studying the theory of magic, priests preaching their beliefs, warriors training non-stop with swords, etc. was not his idea of a “fun game” (and I kinda agree with him). Please do note that older editions have rules demanding a training time once you gain enough XP to be of level X. I believe it was mandatory in AD&D 1e, but it’s optional in AD&D 2e. This training takes some time, and it’s [I]very[/I] expensive, and usually you want to have a teacher guiding you – self-training was possible, but even more expensive! [/QUOTE]
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