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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="Aldarc" data-source="post: 8537461" data-attributes="member: 5142"><p>Fundamentally, I think what helps our mutual cause is recognizing that ease at which spells or rituals are thrown around contribute to the fighter v. mage issue.</p><p></p><p>What I find interesting is how different OSR games have addressed this as these are D&D adjacent. I weirdly think that in some regards, old school games and 4e had some overlapping sensibilities when it came to magic in the broader scope of things. It's really 3e and 5e that gives magic spells out like candy on Halloween. </p><p></p><p><strong><em>Worlds Without Number:</em></strong> Fighters are the best at combat bar none. Experts are the best with non-combat skills bar none.</p><p></p><p>Mages have spells. Mages are meant to have a high impact with their spells and do extraordinary things with them. Their spells are potent but few. A max level <em>High Magic</em> Mage (10th level) - here ignoring partial mages or other mage traditions - can prepare 12 spells, but only cast six spells per day, with a cap at 5th level spells.</p><p></p><p>Compare this with a 10th level 5e Wizard, who can probably prepare 14 spells (10 + 4 Int) and cast four <em>level 1</em> spells, three <em>level 2 </em>spells, three <em>level 3</em> spells, three <em>level 4</em> spells, and two <em>level 5</em> spells, while also being able to cast any of those that are ritual spells without using a spell slot.</p><p></p><p><em><strong>Through Sunken Lands and Other Adventures:</strong></em> Here again, the Warrior is the best at combat and the Rogue is the best with skills.</p><p></p><p>The Mage gets access to Cantrips, Spells, and Rituals.* Spells don't have spell levels, and Mages have a number of spell slots equal to their character level. So a Mage can cast 10 spells at level 10. What's also noteworthy are the spells that are available or not. There are no spells like Mage Armor that are clearly meant to circumvent the fact that Mages can't wear armor. Mages don't get Fireball or any high damaging spells at all, because damage and combat are the Warrior's purview. Their only real damaging spells are Burning Hands (1d3 + 2/caster level in an arc) and Magic Missile (<em>max</em> four 1d6+1 bolts). Instead Mages get primarily utility spells.</p><p></p><p>Rituals, in contrast, do have a level. Rituals go up to 10th level, and a Ritual takes<em> one hour per level</em> to perform. So a 10th level Ritual will take the Mage 10 hours to perform. A Mage can only perform Rituals of their character level or lower.</p><p></p><p>* This distinction is useful because partial classes Rogue/Mage or Warrior/Mage don't get everything. The rogue-mage Spell Thief only gets Spells. The Elric-inspired warrior-mage Eldritch Sorcerer-King gets access to Cantrips and Rituals, but not Spells.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8537461, member: 5142"] Fundamentally, I think what helps our mutual cause is recognizing that ease at which spells or rituals are thrown around contribute to the fighter v. mage issue. What I find interesting is how different OSR games have addressed this as these are D&D adjacent. I weirdly think that in some regards, old school games and 4e had some overlapping sensibilities when it came to magic in the broader scope of things. It's really 3e and 5e that gives magic spells out like candy on Halloween. [B][I]Worlds Without Number:[/I][/B] Fighters are the best at combat bar none. Experts are the best with non-combat skills bar none. Mages have spells. Mages are meant to have a high impact with their spells and do extraordinary things with them. Their spells are potent but few. A max level [I]High Magic[/I] Mage (10th level) - here ignoring partial mages or other mage traditions - can prepare 12 spells, but only cast six spells per day, with a cap at 5th level spells. Compare this with a 10th level 5e Wizard, who can probably prepare 14 spells (10 + 4 Int) and cast four [I]level 1[/I] spells, three [I]level 2 [/I]spells, three [I]level 3[/I] spells, three [I]level 4[/I] spells, and two [I]level 5[/I] spells, while also being able to cast any of those that are ritual spells without using a spell slot. [I][B]Through Sunken Lands and Other Adventures:[/B][/I] Here again, the Warrior is the best at combat and the Rogue is the best with skills. The Mage gets access to Cantrips, Spells, and Rituals.* Spells don't have spell levels, and Mages have a number of spell slots equal to their character level. So a Mage can cast 10 spells at level 10. What's also noteworthy are the spells that are available or not. There are no spells like Mage Armor that are clearly meant to circumvent the fact that Mages can't wear armor. Mages don't get Fireball or any high damaging spells at all, because damage and combat are the Warrior's purview. Their only real damaging spells are Burning Hands (1d3 + 2/caster level in an arc) and Magic Missile ([I]max[/I] four 1d6+1 bolts). Instead Mages get primarily utility spells. Rituals, in contrast, do have a level. Rituals go up to 10th level, and a Ritual takes[I] one hour per level[/I] to perform. So a 10th level Ritual will take the Mage 10 hours to perform. A Mage can only perform Rituals of their character level or lower. * This distinction is useful because partial classes Rogue/Mage or Warrior/Mage don't get everything. The rogue-mage Spell Thief only gets Spells. The Elric-inspired warrior-mage Eldritch Sorcerer-King gets access to Cantrips and Rituals, but not Spells. [/QUOTE]
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