Micah Sweet
Level Up & OSR Enthusiast
I suppose, but to me that just another popularity argument.On practical grounds, it makes plenty of sense. It just doesn't fit most people's image of wizard worth a darn.
I suppose, but to me that just another popularity argument.On practical grounds, it makes plenty of sense. It just doesn't fit most people's image of wizard worth a darn.
That all depends on their class and level, but why does that matter?
However long it takes the party to complete their objective, for them to turn back or die. If I'm DMing I'm sure not going to create an adventure/dungeon based on the parties' resources let alone the number of spells they have at their disposal. Resources are up to them to decide where, how and when they are used.
Why should it be any different now?
Plenty of OSR games have humanoid species that aren't on the PC list. I hardly think it's out of the question.We're well past the days most people are going to, however.
In the class descriptions, maybe, but there was a lot more to the game than that.My suggestion is, however, that even at the start of the hobby, those limited resources were a whole lot more about spell slots and hit points than how many torches someone had.
To each their own. A shame the current game doesn't allow for both conceptions without obviously favoring unlimited cantrips, but at least there are other D&D-style games for that.If your image of "magic user" doesn't involve a guy hiding in the back throwing short javelins, well, yes.
I suppose, but to me that just another popularity argument.
To each their own. A shame the current game doesn't allow for both conceptions without obviously favoring unlimited cantrips, but at least there are other D&D-style games for that.
Nobody said a dungeon MUST be dark, but losing darkness as a design tool is like…what?… no traps? No treasure? No secret doors? You “can” also design dungeons without those things. But their absence would be a loss.
I do accept that. I just don't see any value in talking about how many people prefer one playstyle over another. All it does is present a false sense of value.I just have to note if your response is "Why should I care what other people want?" why shouldn't their response be "Why should I care what you want?"
You really need to get used to the idea the biggest games here aren't going to be aimed at your tastes when they're off the beaten path here, man, and the fact yours are what was closer to common at one time isn't going to change that.
In the class descriptions, maybe, but there was a lot more to the game than that.