Lanefan
Victoria Rules
Other than the last one (which I'll get to shortly) I don't see a problem with most of those. The bigger issue is too few spell slots per day at very low levels, and that's pretty easy to sort with a bit of kitbashing.It depends on what those restrictions are, and how annoying they are to deal with. For example, when I was playing AD&D, people rarely played Wizards in my experience. Curious as to why (since it sounded like a cool class), I played one. Soon I found that as if limited spell slots, almost no survivability, slow xp progression, and being the bottom tier of usefulness when I couldn't use magic wasn't enough, I had the additional issues of:
*Dependent on RNG or DM mercy for new spells.
*Scribing spells into my spellbook were expensive.
*Some spells requiring difficult to acquire and/or expensive components.
*Instantly losing a spell if I took the slightest amount of damage (on top of losing my Dexterity bonus to AC).
*Most spells being "save (neg.)" and saving throws becoming more likely as I leveled instead of less.
*The occasional case of a spell not working as advertised on an opponent.
*Magic resistance being handed out like candy to various monsters.
As for magic resistance, while it's not perfect I can live with it, in that by the time monsters start commonly getting MR their AC is way on down in the basement meaning the martials often can't touch them, so if the creatures didn't have MR the martials would end up looking even more useless.
After 40 years at this my-as-player's highest-level MU is 11th while my highest-level character of any kind is a Cleric-12th. (for perspective, the highest-level PC any of our 1e-like games have ever seen is 14th, and I kid you not when I say the first character to get there did it just last night!)Despite playing for decades, my highest level AD&D Wizard is 9th, while my highest level non-Wizard has reached such a ridiculous level of power that we don't even track xp or use a character sheet anymore- there's not much point.
Or the players show some in-character wisdom and go and recruit an NPC adventuring MU to fill the gap in their lineup.However, the game really kind of wants someone to be playing a Wizard- there are challenges that require their spells as the game progresses. But if the only people who play Wizards are those who enjoy playing on hard mode, and no one in your group is feeling like that kind of challenge, you have no Wizards.
Which puts the onus on the DM to either adjust the challenges so the party doesn't need a Wizard, or chuckle at the foolishness of the players for not doing so when the adventure calls for Wizard magic.
You're also massively less likely to get damaged while casting as casting now doesn't take any in-game time. And sure, they kinda tried to replace this with Counterspell, but did it really work?And really, when it comes to Wizards, what has really changed?
*Scribing spells into my spellbook are expensive.
*Some spells requiring difficult to acquire and/or expensive components.
*The occasional case of a spell not working as advertised on an opponent.
*Magic resistance being handed out like candy to various monsters.
Are all still true, so it's only:
*Somewhat less Dependent on RNG or DM mercy for new spells.
*Have a chance to lose some spells when I take damage.
*Most spells being "save (neg.)" and saving throws becoming somewhat less likely to succeed as I gain levels.
Another factor is that a lot of risk has been taken out of spells. Teleport can't kill you by putting you in solid rock. Lightning bolts can't rebound and fry your allies. Fireballs don't expand to fill a volume and maybe cook your party as well as your foes. Etc.
The 1e Thief needs help, no argument there, but the changes to sneak attack have gone way too far.A lot of people talk about the fact that Wizards are less encumbered than their past incarnations, but no one bats an eye at a class in a similar position, the Rogue.
The modern-day Rogue almost has nothing in common with the AD&D Thief; the almost impossible to employ Backstab morphed into a slightly easier to employ Sneak Attack, which continued to become easier until today it only has token restrictions at best- heck, they can use the ability at range more easily than in melee! Incredibly low chances to perform thieving abilities with scores of caveats has become game-warping bonuses to skills.
Imagine if you replaced the Rogue in 2024 with the 1e Thief class- how many people would play it, do you think?