Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Game Balance - A Study in Imperfection (forked)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ariosto" data-source="post: 5147493" data-attributes="member: 80487"><p>Not really. It would say about as much as the replacement of a magic-user with a <em>wand of magic missiles</em> -- <strong>if</strong> I had relevant information about this "wand of <em>knock</em> spells" (which is not a standard item in the 1E DMG).</p><p></p><p>There is a <em>wand of secret door and trap location</em>. If one were able to find one for sale, then it might or might not be worth the purchase. It depends upon one's circumstances.</p><p></p><p>However, such a wand is probably not a potential player-character! One can spend so much gold, and have the wand. Or, one can gain so much gold as a thief, enough XP to attain 6th level or higher (or about a level lower if a henchman) -- and have the full range of thief functions <em>and</em> the gold to spend.</p><p></p><p>"It depends upon one's circumstances" is really the bottom line.</p><p></p><p>YMMV, but in my experience it's "45 minutes tops" (epic battle) in TSR-D&D versus "45 minutes average, 30 minutes minimum" (call this a scrap?) in WotC-D&D.</p><p></p><p>One might start by passing up ToEE, which I have never seen as anything but a slog of one fight after another.</p><p></p><p>Look, the game was designed for players with <strong>freedom of choice</strong>. If the fighters and the magic-user are all your own figures, then play them (or not) however you please. If you want to field a gang of thieves, then do that and pursue enterprises suited to the gang's interests.</p><p></p><p>If unloading spells in one big shot works for you, then work it. If you're having fun with the all-cleric party that "nobody expects", then rock on. It's not going to be a sure answer to every problem, so choose your problems wisely.</p><p></p><p>In old D&D, big, bad Wizards start out as mere Mediums or Prestidigitators with but a <strong>single spell</strong> to unleash. Throughout their careers, they are dangerous above all to each other. Even non-spellcasters, moreover, tend to value their lives enough to "do unto the m-u before he does unto you!" They are, like thieves, more vulnerable than other classes to poison (especially in AD&D, at least 1E). Although magical means can speed fighters' recovery of HP, only time suffices for spells. In 1E, it takes a 12th-level wizard 24.5 hours -- <em>more than a full day</em> -- to recover what in other versions is a "daily" allotment. That assumes a straight 16.5 hours of work without a break, which is pushing it. It would be a stretch to go any longer without a rest of <em>at least</em> 4 hours.</p><p></p><p>It's a long way to such lofty status. Even then, a failed save versus an 8-dice <em>lightning bolt</em> (castable by a mere warlock with less than 1/8 the experience) is likely to come at least very close to killing our mighty magician at his or her fresh-as-a-daisy best. A failed save, barring a bonus, happens more than 1/3 of the time.</p><p></p><p>Oh, and no crossbow -- per the PHB, just dagger, dart and staff. UA adds knife, sling and caltrop. I'm not sure how weapon proficiency is supposed to apply to caltrops. A -5 non-proficiency penalty would make a crossbow a pretty poor choice.</p><p></p><p>Now, if one actually plays a character as a character, pursuing her or his own career from low levels to (with luck) high, a life that involves interests besides killing things, then the choices may be different than if one is simply putting together pawns of a certain level for a combat-game scenario.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5147493, member: 80487"] Not really. It would say about as much as the replacement of a magic-user with a [I]wand of magic missiles[/I] -- [B]if[/B] I had relevant information about this "wand of [I]knock[/I] spells" (which is not a standard item in the 1E DMG). There is a [I]wand of secret door and trap location[/I]. If one were able to find one for sale, then it might or might not be worth the purchase. It depends upon one's circumstances. However, such a wand is probably not a potential player-character! One can spend so much gold, and have the wand. Or, one can gain so much gold as a thief, enough XP to attain 6th level or higher (or about a level lower if a henchman) -- and have the full range of thief functions [I]and[/I] the gold to spend. "It depends upon one's circumstances" is really the bottom line. YMMV, but in my experience it's "45 minutes tops" (epic battle) in TSR-D&D versus "45 minutes average, 30 minutes minimum" (call this a scrap?) in WotC-D&D. One might start by passing up ToEE, which I have never seen as anything but a slog of one fight after another. Look, the game was designed for players with [B]freedom of choice[/B]. If the fighters and the magic-user are all your own figures, then play them (or not) however you please. If you want to field a gang of thieves, then do that and pursue enterprises suited to the gang's interests. If unloading spells in one big shot works for you, then work it. If you're having fun with the all-cleric party that "nobody expects", then rock on. It's not going to be a sure answer to every problem, so choose your problems wisely. In old D&D, big, bad Wizards start out as mere Mediums or Prestidigitators with but a [B]single spell[/B] to unleash. Throughout their careers, they are dangerous above all to each other. Even non-spellcasters, moreover, tend to value their lives enough to "do unto the m-u before he does unto you!" They are, like thieves, more vulnerable than other classes to poison (especially in AD&D, at least 1E). Although magical means can speed fighters' recovery of HP, only time suffices for spells. In 1E, it takes a 12th-level wizard 24.5 hours -- [I]more than a full day[/I] -- to recover what in other versions is a "daily" allotment. That assumes a straight 16.5 hours of work without a break, which is pushing it. It would be a stretch to go any longer without a rest of [I]at least[/I] 4 hours. It's a long way to such lofty status. Even then, a failed save versus an 8-dice [I]lightning bolt[/I] (castable by a mere warlock with less than 1/8 the experience) is likely to come at least very close to killing our mighty magician at his or her fresh-as-a-daisy best. A failed save, barring a bonus, happens more than 1/3 of the time. Oh, and no crossbow -- per the PHB, just dagger, dart and staff. UA adds knife, sling and caltrop. I'm not sure how weapon proficiency is supposed to apply to caltrops. A -5 non-proficiency penalty would make a crossbow a pretty poor choice. Now, if one actually plays a character as a character, pursuing her or his own career from low levels to (with luck) high, a life that involves interests besides killing things, then the choices may be different than if one is simply putting together pawns of a certain level for a combat-game scenario. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Game Balance - A Study in Imperfection (forked)
Top