CreamCloud0
Hero
IMO all the page space a caster’s spells take up ought to also be functionally counted as space in their class entry, and martials ought to have a similar chapter full of established abilities for those classes to reference too.
While I would not require that myself (since it would imply that every class that can cast spells should have spell lists of equal length, for example, which I don't think is necessary--and likely harmful!), I certainly agree with the underlying conception.IMO all the page space a caster’s spells take up ought to also be functionally counted as space in their class entry, and martials ought to have a similar chapter full of established abilities for those classes to reference too.
I think the bigger peoblem is that for casters there will most likely be some powercreep or at least some natural power increase through more options while for martials thats a lot less the case.@EzekielRaiden oh for sure I’m not advocating for 1-1 page count, but like you say fighter 9 to cleric 38, just something for people to keep in mind.
Especially with the existence of creatures immune to non-magical weaponry! Imagine a 1e Lich who just drops anti-magic shell rather than engaging in some kind of spell duel with PC's, knowing full well that there's nothing they could do to hurt it!Suddenly that popular argument that anti-magic areas make casters weak but the non-casters can carry on happily looks a lot less convincing when so much of the offensive potential comes from ,agic gear.
I think I saw Wiah cast two or three times in two BECMI campaigns which reached level 25+. Once by a genie, once off a scroll, and I think our M-U in the first of those campaigns used it once. Certainly neverr a common spell IME.
The game is designed. All levels matter. Just because some are rarely reached doesn't make them irrelevant.
This is half of why I say I don't care that these levels are rarely reached.
The other half is: If the Wizard class is balanced around having to slog through a ton of intentionally boring crap before you gain PHENOMENAL COSMIC POWER....and then you openly admit that you'll never actually GET the phenomenal cosmic power...isn't that then an admission that the Wizard class is badly designed?
It's a class you play to have no fun at all until you inevitably lose. That's...bad design.
I don't understand. Why would official material be exclusively beneficial to the Fighter and never the Wizard?
"dpkat"?
Look. I'm not saying that Fighters like, somehow objectively suck under all conditions no matter what. That would be stupid. I'm saying that there is a good reason that the vast majority of characters we hear much about from early-D&D were spellcasters.
Because spellcasters that survive? They take over. That's my point here.
It doesn't matter if 99.9% of Wizards die, if the 0.1% that live become functional GODS.
Sincerely: Why does it matter if it's common or not? This whole line of reasoning is utterly irrelevant to the topic, but people keep bringing it up as if it should have any relevance at all. I don't get it.
The way I see it, we have a dilemma here. It is agreed fact--as far as I had understood it!--that the Wizard and Fighter are supposed to be balanced against each other because the Wizard is comparatively weak early and strong late, while the Fighter is comparatively strong early and weak late. At the very least, it seems all here agree that if a Wizard does reach max level, their power level completely blows the Fighter's out of the water. Hence why no one argues that a Wizard casting wish is irrelevant, and instead arguing that the Wizard never actually casts it at all, and thus it can't matter.
But that leads straight to the horns of the dilemma.
On the one hand: The design of early-edition D&D is supposed to be such that the Wizard metaphorically "pays for" their eventual enormous power by facing even more nearly-impossible odds at low level, aka, the lethality rate is even more near-guaranteed than it is for a Fighter or Cleric. Hence, the only way for the Wizard class to be balanced is for it to eventually get to actually USE that phenomenal cosmic power. But, by the admission (indeed, insistence) of several folks in this thread, that doesn't happen. So....the Wizard pays through the nose...in order to never actually get much of anything, except an awful lot of bookkeeping. That sounds like a frank and open admission that the Wizard is badly designed, because it just sucks to play and never pays off.
On the other hand: Basically the arguments I've already made, that the design is what the design is, and it doesn't matter if people actually do play the levels, it's bad design to have something that utterly overwhelms every other option in the long-run. Hence, if we don't have the claim that Wizards never get to cast wish, then all a Wizard does is wait through some finite amount of tedium in order to gain grotesque levels of power, far outstripping anything anyone else can do or even attempt. Which...is bad design in a cooperative game where everyone is supposed to need other people.
Unless you can find a third hand, it seems to me that whether or not the Wizard actually does cast wish much, it's a badly-designed class! Either it's paying out the nose for a benefit it functionally never receives, or it's just paying a finite (if horrendous) period of tedium and frustration in order to Win Forever.
Splat i think
Most wizards never got to that level. Not because play stopped like @Lanefan was getting at, but because at level 1 they typically had 2.5 hit points and an AC of 10. They'd be knocked out if the PC in front of them stopped suddenly and they collided.You can REWRITE REALITY.
We don't live in a 1e or 2e world, either. The overwhelming majority of people who played those editions did it in the prior era where that playstyle WAS common and desired. Furthermore, most of those who play 1e and 2e today are grognards who still want to play that way, which is why they are playing those two editions.We don't live in a world where that playstyle is common or desired. We live in a world where most people do not want to play games that way. It is not productive to tell them "stop finding fun in things you like, and start liking the things I, Lanefan, like." Indeed, such a thing is simply going to end with people resenting the things, and thus actively fighting against them, not coming around to them.
I. Don't. Care.Most wizards never got to that level.
Frankly, I don't really care whether they're grognards or not; that's not particularly relevant to me. They're part of the D&D community, and their gameplay desires have entirely valid expression. They can and should receive well-constructed, effective support for their preferences, so that they can enjoy the game the way they like to.We don't live in a 1e or 2e world, either. The overwhelming majority of people who played those editions did it in the prior era where that playstyle WAS common and desired. Furthermore, most of those who play 1e and 2e today are grognards who still want to play that way, which is why they are playing those two editions.
But that isn't what's happening here at all. Instead, it is precisely the reverse. People--most specifically @Lanefan but to a lesser extent @Zardnaar and others--are saying that we should be doing the reverse of what you're saying. That we should be dismissing modern sensibilities and forcing anyone who plays D&D to have the old-school experience.Trying to apply modern sensibilities to those two editions is doomed to fail.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.