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<blockquote data-quote="James Gasik" data-source="post: 9356835" data-attributes="member: 6877472"><p>It's enough to make one wonder if Wizards were really powerful in AD&D at all with all the built-in "safeguards". Ok, here's an idea for a sub-thread: every way the AD&D rules hamstrung Wizards.</p><p></p><p>Thanks to rgard, we have "die for scribing spells into spell book".</p><p></p><p>Adding to that:</p><p></p><p>*NPC's hate sharing spells.</p><p>*Cost to scribe spells.</p><p>*Chance to fail to learn spells.</p><p>*Players should have little agency over what spells they can learn.</p><p>*No armor, feeble attacks.</p><p>*Low hit points (can be killed by a thrown dagger/housecat!).</p><p>*Slow low level progression.</p><p>*Spellcasting makes you vulnerable to attacks.</p><p>*Spellcasting can be interrupted by just about anything.</p><p><em>Spell scrolls are magic items (could count as your "share" of loot, you have to give up a consumable resource to add a spell to your book, cannot be bought on open market</em>, etc.).</p><p>*Need to have <em>read magic</em> ready to go at a moment's notice because scrolls can disintegrate if you so much as sneeze on them (as was stated upthread).</p><p>*possible competition for spell scrolls with Illusionists (more of a penalty to Illusionists, really...).</p><p>*Spell components.</p><p>*Saving throws of enemies improve, bonuses to saves common, penalties to saves less so.</p><p>*Many spells are "save negates".</p><p>*Area spells are hard to work with (33,000 cubic feet, you say?).</p><p>*Very limited spell memorizations at low level.</p><p>*Magic Resistance kills and only starts to get better at levels 12+.</p><p>*Apparently expected to use Wands at low levels, but once a DM makes the mistake of giving a Wizard a <em>wand of fire</em>, they never do so again (boy I remember learning this lesson. Suddenly every remotely dangerous situation was answered with "I cast <em>FIREBALL!" </em>-there's a reason why it's a meme spell to this day).</p><p>*Monsters designed to be anti-caster (kind of a wash, there's a monster designed to murder every class, lol).</p><p>*Even monsters designed to be fought by casters are pretty obnoxious (golems. Oh sure, it's vulnerable to these precise specific spells I just so happen to have ready to go...).</p><p></p><p>I'm sure I forgot something, but that's a lot of hurdles to overcome!</p><p></p><p>EDIT: losing your spellbook turns you into a jumped-up 0-level character; and the loss can be nearly impossible to recover from!</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9356835, member: 6877472"] It's enough to make one wonder if Wizards were really powerful in AD&D at all with all the built-in "safeguards". Ok, here's an idea for a sub-thread: every way the AD&D rules hamstrung Wizards. Thanks to rgard, we have "die for scribing spells into spell book". Adding to that: *NPC's hate sharing spells. *Cost to scribe spells. *Chance to fail to learn spells. *Players should have little agency over what spells they can learn. *No armor, feeble attacks. *Low hit points (can be killed by a thrown dagger/housecat!). *Slow low level progression. *Spellcasting makes you vulnerable to attacks. *Spellcasting can be interrupted by just about anything. [I]Spell scrolls are magic items (could count as your "share" of loot, you have to give up a consumable resource to add a spell to your book, cannot be bought on open market[/I], etc.). *Need to have [I]read magic[/I] ready to go at a moment's notice because scrolls can disintegrate if you so much as sneeze on them (as was stated upthread). *possible competition for spell scrolls with Illusionists (more of a penalty to Illusionists, really...). *Spell components. *Saving throws of enemies improve, bonuses to saves common, penalties to saves less so. *Many spells are "save negates". *Area spells are hard to work with (33,000 cubic feet, you say?). *Very limited spell memorizations at low level. *Magic Resistance kills and only starts to get better at levels 12+. *Apparently expected to use Wands at low levels, but once a DM makes the mistake of giving a Wizard a [I]wand of fire[/I], they never do so again (boy I remember learning this lesson. Suddenly every remotely dangerous situation was answered with "I cast [I]FIREBALL!" [/I]-there's a reason why it's a meme spell to this day). *Monsters designed to be anti-caster (kind of a wash, there's a monster designed to murder every class, lol). *Even monsters designed to be fought by casters are pretty obnoxious (golems. Oh sure, it's vulnerable to these precise specific spells I just so happen to have ready to go...). I'm sure I forgot something, but that's a lot of hurdles to overcome! EDIT: losing your spellbook turns you into a jumped-up 0-level character; and the loss can be nearly impossible to recover from! [/QUOTE]
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