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D&D Older Editions, OSR, & D&D Variants
Finally Played Shadowdark
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<blockquote data-quote="Mannahnin" data-source="post: 9731942" data-attributes="member: 7026594"><p>They can miss all their attacks in a given round, get hit by a round of attacks and die. This is less likely to happen to the Wizard, who will infrequently be attacked in melee by comparison.</p><p></p><p>A 1st level TSR D&D M-U has one spell. One. Magic Missile might get lucky and roll enough damage to kill a weak monster, but that's generally a mug's game. Sleep is the really nasty no-saves first level option, but doesn't affect undead or constructs. Charm Person is awesome, but has limited targets and has a roughly 25%-35% chance of the enemy making their save. Light is another popular low level option because it can have non-combat applications OR blind a monster in combat (same chance to save).</p><p></p><p>A 1st level SD Wizard has three spells. Each one probably has a 60% chance to work. Just by itself, that means the MOST likely outcome is 2 of them work, and for any which work, you get to try to cast them again later! The odds of all three failing on the first try are... what, 21.6%? (I'm not good at combinatorics; someone check me on that <img class="smilie smilie--emoji" alt="😅" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f605.png" title="Grinning face with sweat :sweat_smile:" data-shortname=":sweat_smile:" loading="lazy" width="64" height="64" /> ). Lower than that 25% chance of a low level monster Saving against Charm Person or Light and negating the M-U for the day. If the SD caster wants (or if they roll well on their first level talent) at least one can have Advantage to cast. And they often have a luck token handy to re-roll an important spell.</p><p></p><p>So the floor is similarly low for the SD Wizard as the TSR M-U, but less likely to happen. The average is in favor of the SD Wizard. The ceiling is WAY in favor of the SD Wizard, who can potentially get lucky and just keep casting leveled spells all session.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9731942, member: 7026594"] They can miss all their attacks in a given round, get hit by a round of attacks and die. This is less likely to happen to the Wizard, who will infrequently be attacked in melee by comparison. A 1st level TSR D&D M-U has one spell. One. Magic Missile might get lucky and roll enough damage to kill a weak monster, but that's generally a mug's game. Sleep is the really nasty no-saves first level option, but doesn't affect undead or constructs. Charm Person is awesome, but has limited targets and has a roughly 25%-35% chance of the enemy making their save. Light is another popular low level option because it can have non-combat applications OR blind a monster in combat (same chance to save). A 1st level SD Wizard has three spells. Each one probably has a 60% chance to work. Just by itself, that means the MOST likely outcome is 2 of them work, and for any which work, you get to try to cast them again later! The odds of all three failing on the first try are... what, 21.6%? (I'm not good at combinatorics; someone check me on that 😅 ). Lower than that 25% chance of a low level monster Saving against Charm Person or Light and negating the M-U for the day. If the SD caster wants (or if they roll well on their first level talent) at least one can have Advantage to cast. And they often have a luck token handy to re-roll an important spell. So the floor is similarly low for the SD Wizard as the TSR M-U, but less likely to happen. The average is in favor of the SD Wizard. The ceiling is WAY in favor of the SD Wizard, who can potentially get lucky and just keep casting leveled spells all session. [/QUOTE]
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