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How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?
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<blockquote data-quote="pawsplay" data-source="post: 5515268" data-attributes="member: 15538"><p>The rules for AD&D state:</p><p></p><p></p><p></p><p>I used to play the Gold Box TSR computer games, including Pool of Radiance. In my experience, spell memorization was a big issue, as this computer game brought to life in a way more prominently than a human-mediated game. Taking into account the prevalence of wandering monsters, which could occur hourly, it was difficult to find the 2-3 hours needed to rememorize. If you were lucky, you might be able to replenish. However, after a couple of memorization periods, your characters would tire, and need to sleep again. </p><p></p><p>The way this usually played out was that, generally, I would head out with a wide selection of spells, go as far as I could before they were exhausted, then try to head back to a "safe" location (i.e. low wandering monster area, like the bottom of a well, or one or two completely closed rooms, or the inn in town). OTOH, when I knew I was heading into trouble, I tended to load my magic-users up with all the stinking clouds and fireballs I could, arm each cleric with one hold person and all the cure spells I could carry, and attack my opponents fresh. If my cleric were rendered unconscious, I would sometimes have to resort to cheating on my save games, as it was sometimes necessary to rest for days for an unconscious cleric to revive, and then be able to heal themselves. Ultimately, I tend to fall back on a two cleric, one magic-user, one elf fighter/magic-user as the mainstays of my party.</p><p></p><p>3e is a picnic by comparison. All you need is eight hours of sleep, and if you get interrupted, you can make up for some lost time. Memorization doesn't take all that long. OTOH, if you run out of spells completely, you are kind of screwed, but you really aren't any worse off than your AD&D counterparts who had to try to squeeze in an extra period of memorization in a day. My PCs always just use staggered shifts (generously configured for the benefit of casters) and camouflaged their position. Sleeping in "dungeons" was almost unheard of, though a couple of times they did construct a small improvised vault inside of a "clear" dungeon. </p><p></p><p>Ultimately, clerics and magic-users in AD&D were very interested in acquiring wands and staves. By comparison, 3e clerics and wizards have a fair amount of juice, and can <em>make</em> items with fairly little fuss at low levels.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5515268, member: 15538"] The rules for AD&D state: I used to play the Gold Box TSR computer games, including Pool of Radiance. In my experience, spell memorization was a big issue, as this computer game brought to life in a way more prominently than a human-mediated game. Taking into account the prevalence of wandering monsters, which could occur hourly, it was difficult to find the 2-3 hours needed to rememorize. If you were lucky, you might be able to replenish. However, after a couple of memorization periods, your characters would tire, and need to sleep again. The way this usually played out was that, generally, I would head out with a wide selection of spells, go as far as I could before they were exhausted, then try to head back to a "safe" location (i.e. low wandering monster area, like the bottom of a well, or one or two completely closed rooms, or the inn in town). OTOH, when I knew I was heading into trouble, I tended to load my magic-users up with all the stinking clouds and fireballs I could, arm each cleric with one hold person and all the cure spells I could carry, and attack my opponents fresh. If my cleric were rendered unconscious, I would sometimes have to resort to cheating on my save games, as it was sometimes necessary to rest for days for an unconscious cleric to revive, and then be able to heal themselves. Ultimately, I tend to fall back on a two cleric, one magic-user, one elf fighter/magic-user as the mainstays of my party. 3e is a picnic by comparison. All you need is eight hours of sleep, and if you get interrupted, you can make up for some lost time. Memorization doesn't take all that long. OTOH, if you run out of spells completely, you are kind of screwed, but you really aren't any worse off than your AD&D counterparts who had to try to squeeze in an extra period of memorization in a day. My PCs always just use staggered shifts (generously configured for the benefit of casters) and camouflaged their position. Sleeping in "dungeons" was almost unheard of, though a couple of times they did construct a small improvised vault inside of a "clear" dungeon. Ultimately, clerics and magic-users in AD&D were very interested in acquiring wands and staves. By comparison, 3e clerics and wizards have a fair amount of juice, and can [i]make[/i] items with fairly little fuss at low levels. [/QUOTE]
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