Actually, sessions that involve 10+ climb checks within one hour of game time are tedious on the face of it,
Depends upon how you do it. If you actually make the thing take an hour- yes, that's tedious. If, OTOH, you say, "It will take you about 2 hours to climb that cliff face, some of which is difficult: give me X rolls against a DC of N", everything is decided in a few minutes.
The wizard should be able to do something wizardly vs. any challenge in the game they encounter, no matter how long the adventuring day is.
"Should be" depends on personal taste.
Personally, I have no problem with Wizards being reduced to using a crossbow, for instance. In fact, I kind of like it when casters find themselves being forced to do things without being able to say "I magic that."
The spellcaster who responds to everything with magic, the one who rarely uses his magic and the one who rarely CAN use magic all have origins in literature, and all can be supported within D&D.
I'll take "Appeal to Authority for $100, Alex."
"What was "Immediately preceeded by strawman/slippery slope argument?"
"We" is awfully gerrymandered here, since I clearly disagree.There are many things which Gygax included which, in fullness of time, we have decided are no longer fantastic ideas.
So apply it there, as well, and, like the 1E and 2E fighter who got stuck with consecutive 1s for his hit point rolls, the "cursed with suck" character will quickly find his or her way into a local character-destroyer, to be replaced in 2-3 minutes with a suspiciously similar character who didn't roll quite so poorly.
Maybe in your group, but its not universal.
Characters didn't have meaningful backstories; "He's Joe IX the Fighter, and he uses a longsword and wears platemail" was the extent of characterization. Therefore, there was no need to fit a character into an ongoing story.
Maybe in your group, but its not universal.
This is wiffle-wording of the lowest sort. The magic system is equally as abstracted as the combat system, or the skills system...
Except all the other systems are entirely models of RW things- you're trying to use game design to depict how you want physics and learning and a bunch of stuff to work and make sense. A magic system by definition doesn't have to model anything at all except the way you want magic to work. It doesn't have to make sense at all.
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