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Casters vs Martials: Part 1 - Magic, its most basic components
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<blockquote data-quote="DND_Reborn" data-source="post: 8494059" data-attributes="member: 6987520"><p>LOL it could be, but a lot of my gaming was done in college in PA and AZ. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Sure, which (especially with casting times in AD&D) made it easier for them to make certain their spells happened since activating a staff could not be foiled in the fashion casting a spell could be.</p><p></p><p>Also, if you look at the relative power between strong items in AD&D, let's review/compare from 1E the Staff of the Magi and a Holy Avenger. First the staff. It functioned at 8th level always, regardless of the caster's level. It required 2 segments to activate a function (so really quick compared to casting times in general), and had limited charges, up to 25 (though you could replenish them easily).</p><p>[ATTACH=full]148803[/ATTACH]</p><p></p><p>And the Holy Avenger (in the hands of a Paladin): Always +5 to hit/damage, base 50% magic resistance <em>and</em> failing that, <em>dispels magic</em> at a level of magic use equal to the paladin's level. And let's not forget that incredible +10 bonus damage to CE opponents!</p><p></p><p>[ATTACH=full]148804[/ATTACH]</p><p></p><p>The Holy Avenger always makes the Paladin better. The Staff of the Magi frees up the Magic-User to reserve lower level spells slots for other spells (which remember had to be memorized individually for each casting you <em>might</em> want!), but a 20th-level Archmage casts a 20d6 <em>fireball</em> in AD&D, the staff only an 8d6 version.</p><p></p><p>So, while yes, I agree casters also got magic items, their items (compared to the relative power of the PC) was not as big when you compared augmenting a high-level martial PC with a powerful magical item.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8494059, member: 6987520"] LOL it could be, but a lot of my gaming was done in college in PA and AZ. ;) Sure, which (especially with casting times in AD&D) made it easier for them to make certain their spells happened since activating a staff could not be foiled in the fashion casting a spell could be. Also, if you look at the relative power between strong items in AD&D, let's review/compare from 1E the Staff of the Magi and a Holy Avenger. First the staff. It functioned at 8th level always, regardless of the caster's level. It required 2 segments to activate a function (so really quick compared to casting times in general), and had limited charges, up to 25 (though you could replenish them easily). [ATTACH type="full" width="261px"]148803[/ATTACH] And the Holy Avenger (in the hands of a Paladin): Always +5 to hit/damage, base 50% magic resistance [I]and[/I] failing that, [I]dispels magic[/I] at a level of magic use equal to the paladin's level. And let's not forget that incredible +10 bonus damage to CE opponents! [ATTACH type="full" width="386px"]148804[/ATTACH] The Holy Avenger always makes the Paladin better. The Staff of the Magi frees up the Magic-User to reserve lower level spells slots for other spells (which remember had to be memorized individually for each casting you [I]might[/I] want!), but a 20th-level Archmage casts a 20d6 [I]fireball[/I] in AD&D, the staff only an 8d6 version. So, while yes, I agree casters also got magic items, their items (compared to the relative power of the PC) was not as big when you compared augmenting a high-level martial PC with a powerful magical item. [/QUOTE]
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