Gotta agree with this. The squishy MU/Wizard took a lot of creativity from its player & a big chunk of that creativity tended to involve some flavor of teamwork (support, reciprocity, etc) in ways that led to group cohesion. By the time higher levels came around the healthy symbiotic dynamic was well fleshed out and operated smoothly even as spells could take a massive role in how a fight would impact the groupI don't think that this is quite right.
It was, "early levels are somewhat harder, but higher levels allow you to be stronger". The MU seems to have been deliberately designed to allow more skilled/clever players to show off - at low levels, you can still be very effective in play but you have to be clever in how you use your limited repertoire of spells. While at higher levels, if you are competent in spell load out and spell use, you will be the tactical and operational, and maybe even strategic, director of your group.
This sort of design makes more sense when players are maintaining a stable of PCs and/or henchmen - so that someone doesn't get stuck with playing "just" a fighter all the way through years of play. And obviously it may not be to everyone's taste.
But for a player who does enjoy exercising that skill and showing off their cleverness, playing a low level MU needn't suck.
When 5e took the squishy & teamwork away by adding things like death saves always available cantrips and made spell selection less important by shifting from vancian to neovancian prep it stripped away all of those pressures fhealthy team building actions. As a result we have threads like this where posters others are asking how often PCs should die instead of what the group could to improve while others who can't manage a stable group are lecturing folks with long running stable groups about losing players.
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