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Castles & Crusades...not sure about it
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<blockquote data-quote="Treebore" data-source="post: 2262652" data-attributes="member: 10177"><p>If wizards are so powerful, especially in the older editions, why do/did they die so quickly when they try to adventure by themselves? Wizard/spellcasters may have some powerful and flashy power, but they don't survive without the fighter backing them up.</p><p></p><p>Even at high levels in old 1E and 2E games that I ran, the few times the mage was foolish enough to go out on their own, they died. If my memory serves the first time was at 16th level. The second time was at 18th level. The wizard stuck with his party members from then on, until the campaign ended at 22nd level. Even staying with the party the wizard went through 12 (or was it 16? Doug, care to refresh my memory?) Clones.</p><p></p><p>Wizards/Sorcerors are just as easy to kill as they ever were, at any level. The only exception to this is Contingency. There is a simple fix for that. Don't allow it.</p><p></p><p>Another headache is teleport/dimesnion door. Require that they be cast on the ground only. Limit Teleports range even further, or put similar requirements on it like Transport Via Plants. Also make them full round actions, same as summoning/teleporting creatures to you. IE teleport is really the opposite of summoning, but far more controlled.</p><p></p><p>I have never seen a wizard/sorceror played by the rules that was so powerful as to not need allies/party members to stay alive.</p><p></p><p>Powerful/hard to kill, but still not impossible, were Paladins and clerics. Which makes sense if you really appreciate how powerful being able to heal really is.</p><p></p><p>As for the C&C character class balance, I cannot speak to that since I have yet been able to DM it. Reading it over I do see areas that I will probably need to tweak it. But I still see the issues I need to address with C&C being much easier to deal with than the power issues of 3E. But that is me and my personal preferences and style of DMing and playing showing through.</p></blockquote><p></p>
[QUOTE="Treebore, post: 2262652, member: 10177"] If wizards are so powerful, especially in the older editions, why do/did they die so quickly when they try to adventure by themselves? Wizard/spellcasters may have some powerful and flashy power, but they don't survive without the fighter backing them up. Even at high levels in old 1E and 2E games that I ran, the few times the mage was foolish enough to go out on their own, they died. If my memory serves the first time was at 16th level. The second time was at 18th level. The wizard stuck with his party members from then on, until the campaign ended at 22nd level. Even staying with the party the wizard went through 12 (or was it 16? Doug, care to refresh my memory?) Clones. Wizards/Sorcerors are just as easy to kill as they ever were, at any level. The only exception to this is Contingency. There is a simple fix for that. Don't allow it. Another headache is teleport/dimesnion door. Require that they be cast on the ground only. Limit Teleports range even further, or put similar requirements on it like Transport Via Plants. Also make them full round actions, same as summoning/teleporting creatures to you. IE teleport is really the opposite of summoning, but far more controlled. I have never seen a wizard/sorceror played by the rules that was so powerful as to not need allies/party members to stay alive. Powerful/hard to kill, but still not impossible, were Paladins and clerics. Which makes sense if you really appreciate how powerful being able to heal really is. As for the C&C character class balance, I cannot speak to that since I have yet been able to DM it. Reading it over I do see areas that I will probably need to tweak it. But I still see the issues I need to address with C&C being much easier to deal with than the power issues of 3E. But that is me and my personal preferences and style of DMing and playing showing through. [/QUOTE]
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