Well then to truly get a 1E feel you need to convert most things to matrices. Attack matrices, ability score matrices, etc. Because that is what those 12 times represents. A number matrix.
You are just being argumentative.
Well then to truly get a 1E feel you need to convert most things to matrices. Attack matrices, ability score matrices, etc. Because that is what those 12 times represents. A number matrix.
What was not reliable was the continued existence of the one who cast the magic. Poor AC, low hit points, and not particularly good saves made the wizard themselves fragile.
1. The adventuring day is so short that magic-users are not effectively limited by their number of spells per day.
I never see any former 1e high-level fighter players wishing the game was more 1e style (or any low-level fighter or magic-user players for that matter).
Yet, I remember a lot more 1e fighter deaths than MU. (And the MU death that sticks out in my mind was far from combat and entirely my own stupidity.) Of course, I play more fighters, which could account for some of it. (^_^) Yet, I think it also has to do with the fact that I was normally doing everything I could to ensure that I was taking the hits instead of the casters.
No. Only spells that where used.
I used to have my share of complaints with the older editions, but it was never that fighters and MUs needed to be balanced. I just have a hard time seeing the problem.
I know, the rest of the post is about my pulling out the 1E DMG and looking at the rules and figuring out what was meant by the poster I quoted. The poster has since confirmed I figured out what they meant correctly.
I think the "randomness" the OP is talking about has to do not with actually casting the spells, but with targets making saves, chances of even getting usable magic items if the charts are used as is, etc...
I do know that one thing that really irritated me in D&D was that at high levels everyone started to save versus spells 80 to 90% of the time, forcing mages to become fireball throwers, because otherwise they wouldn't have any effect at all with those hold spells, harm, etc... since they were all or nothing and 80% of the time it would be nothing.
Throw in all the resistances and immunities 3E made available and mages became pretty ineffective at higher levels.
4E has so far shown me that the mages, at low levels anyway, will fail more often than they succeed. Further eroding their effectiveness.
My problem was the the imbalance went the life of the campaign, and there was a relatively small window (sweet spot) where all classes were equal.
At low levels (1st-4th), fighters and clerics dominated due to high hp and armor training.
I think the "randomness" the OP is talking about has to do not with actually casting the spells, but with targets making saves, chances of even getting usable magic items if the charts are used as is, etc...
This is where I think that problem lies. It is not a complete competition between the players.