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<blockquote data-quote="Kraydak" data-source="post: 5971105" data-attributes="member: 12306"><p>While this statement may seem obvious,<strong> it isn't really true</strong>. Lets look at a 9th level 1e wizard load out (generic adventuring) from a game I played in (disclaimer: I don't have my books on me, so this might be a bit off, not much though):</p><p>5) Wall of Force</p><p>4) Charm Monster, Major Globe of Invulnerability (I always wanted Wall of Fire, sigh)</p><p>3) Dispel Magic, Lightning Bolt (sometimes Fireball), Invisibility 10'</p><p>2) Home-brew Magic Missile upgrade (1d4+2 per, longer range)X2, Web, Levitate maybe? Knock? Invisibility?</p><p>1) Magic MissileX2, Comprehend Languages, Detect Magic, One other.</p><p></p><p>Did he "win fights" when he unloaded? No! He could let us escape an unwinnable fight (Wall of Force). If the fight has several quite powerful opponents, Charm Monster (after Prayers went up for the saving throw penalties) could be *really* helpful. It did save us a few times. A well placed Lightning Bolt (yay bouncing!) or Fireball could clear a swarm of ranged opponents, or do some nice softening up. But that is *3* spells. Only *1* of which might be viewed as something close to a fight winner, but if so, odds were the target would save. The Fighters did lots more damage than the Magic Missiles, round after round. Even when we knew we had a specific, dangerous fight coming up, it was the Fighters who did the heavy lifting. Oh, the Clerics helped, a lot. We could get doubled Prayer bonuses, which really, really added up. Magic Circle against Evil 10' was yummy almost beyond words (longish duration). Strength could get the Thief into str-bonuses to damage which mattered when he could get off a dual-wielding X5 backstab. But at the end of the day, it was the Fighters who held the line and did the damage, be it a big fight or small.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 5971105, member: 12306"] While this statement may seem obvious,[B] it isn't really true[/B]. Lets look at a 9th level 1e wizard load out (generic adventuring) from a game I played in (disclaimer: I don't have my books on me, so this might be a bit off, not much though): 5) Wall of Force 4) Charm Monster, Major Globe of Invulnerability (I always wanted Wall of Fire, sigh) 3) Dispel Magic, Lightning Bolt (sometimes Fireball), Invisibility 10' 2) Home-brew Magic Missile upgrade (1d4+2 per, longer range)X2, Web, Levitate maybe? Knock? Invisibility? 1) Magic MissileX2, Comprehend Languages, Detect Magic, One other. Did he "win fights" when he unloaded? No! He could let us escape an unwinnable fight (Wall of Force). If the fight has several quite powerful opponents, Charm Monster (after Prayers went up for the saving throw penalties) could be *really* helpful. It did save us a few times. A well placed Lightning Bolt (yay bouncing!) or Fireball could clear a swarm of ranged opponents, or do some nice softening up. But that is *3* spells. Only *1* of which might be viewed as something close to a fight winner, but if so, odds were the target would save. The Fighters did lots more damage than the Magic Missiles, round after round. Even when we knew we had a specific, dangerous fight coming up, it was the Fighters who did the heavy lifting. Oh, the Clerics helped, a lot. We could get doubled Prayer bonuses, which really, really added up. Magic Circle against Evil 10' was yummy almost beyond words (longish duration). Strength could get the Thief into str-bonuses to damage which mattered when he could get off a dual-wielding X5 backstab. But at the end of the day, it was the Fighters who held the line and did the damage, be it a big fight or small. [/QUOTE]
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