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I'm a Fighter, not a Lover: Why the 1e Fighter was so Awesome
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<blockquote data-quote="James Gasik" data-source="post: 9769182" data-attributes="member: 6877472"><p>I've often said this before, but I don't actually believe AD&D spellcasters were all that powerful compared to their modern counterparts. Consider the following:</p><p></p><p>*Spells above 7th level were relegated to Wizards only.</p><p>*Spells not only could be easily interrupted if you took so much as a point of damage, but you were also considerably more vulnerable to attacks while casting.</p><p>*Wizards did not have full control over the spells they could cast, and could easily miss out on some of the better spells. The 1e DMG infamously advised the DM to make Wizard spell acquisition incredibly heinous, with many NPC's refusing to teach spells unless you handed them magic items!</p><p>*Many spells were "Save neg.", and as you rose in level, it became more likely for your foes to make their saving throw.</p><p>*Not a few monsters had defenses against spells, such as immunities.</p><p>*Magic Resistance was not uncommon, and while it became somewhat more tolerable at higher levels in 1e (where MR went down past level 11) it was truly horrid at lower levels. In 2e, it was bad at all levels, and it sometimes felt like it was handed out like candy to foes.</p><p>*Other planes or specialty settings often had huge lists of spell alterations (Ravenloft and Spelljammer are standouts, but just take a gander at <em>Beyond the Crystal Cave</em>!), often with no way of the spellcaster being aware of this beforehand.</p><p>*You had more spell slots, but memorizing spells into them took longer, and at higher levels, it could take multiple <u><strong>days</strong></u> to completely refill your spell slots.</p><p>*Getting to higher level as a Wizard was incredibly difficult- you had the defensive quality of single-ply tissue paper, the early levels took large amounts of xp, and you often could only cast a few spells each day, the rest of your time being spent hiding in the back row throwing darts or oil. Infamously a 2e housecat could easily slay a 1st or even 2nd level Wizard!</p><p></p><p>The <strong>narrative</strong> power of a spellcaster at high levels was nothing to sneeze at, when you could create mighty fortresses of stone out of nowhere, obliterate huge numbers of weaker foes, have unbelievable defenses, create wealth out of nowhere, and be nearly impossible to kill, and this has never really changed, but the play experience during the "dungeon crawling" (pre-Name) levels was absolutely vile, which is the entire reason why spellcasting had to change.</p><p></p><p>Consider how some adventures will say things like "spell x or y is required" to overcome a challenge, making having a spellcaster incredibly vital, but actually playing one is so wretched an experience that few people (at least, IME) would even want to play one!*</p><p></p><p>*That having been said, the Thief was in a similar situation, yet remained oddly popular for some reason. I can't explain that, beyond some people getting the idea that the class encouraged you to be a backstabbing jerk to your fellow players.</p><p></p><p>Sure, a single <strong>fireball</strong> might be able to clean out most of a goblin warren, but it's not like those same goblins were that much of a threat to 5th-level Fighters to begin with!</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9769182, member: 6877472"] I've often said this before, but I don't actually believe AD&D spellcasters were all that powerful compared to their modern counterparts. Consider the following: *Spells above 7th level were relegated to Wizards only. *Spells not only could be easily interrupted if you took so much as a point of damage, but you were also considerably more vulnerable to attacks while casting. *Wizards did not have full control over the spells they could cast, and could easily miss out on some of the better spells. The 1e DMG infamously advised the DM to make Wizard spell acquisition incredibly heinous, with many NPC's refusing to teach spells unless you handed them magic items! *Many spells were "Save neg.", and as you rose in level, it became more likely for your foes to make their saving throw. *Not a few monsters had defenses against spells, such as immunities. *Magic Resistance was not uncommon, and while it became somewhat more tolerable at higher levels in 1e (where MR went down past level 11) it was truly horrid at lower levels. In 2e, it was bad at all levels, and it sometimes felt like it was handed out like candy to foes. *Other planes or specialty settings often had huge lists of spell alterations (Ravenloft and Spelljammer are standouts, but just take a gander at [I]Beyond the Crystal Cave[/I]!), often with no way of the spellcaster being aware of this beforehand. *You had more spell slots, but memorizing spells into them took longer, and at higher levels, it could take multiple [U][B]days[/B][/U] to completely refill your spell slots. *Getting to higher level as a Wizard was incredibly difficult- you had the defensive quality of single-ply tissue paper, the early levels took large amounts of xp, and you often could only cast a few spells each day, the rest of your time being spent hiding in the back row throwing darts or oil. Infamously a 2e housecat could easily slay a 1st or even 2nd level Wizard! The [B]narrative[/B] power of a spellcaster at high levels was nothing to sneeze at, when you could create mighty fortresses of stone out of nowhere, obliterate huge numbers of weaker foes, have unbelievable defenses, create wealth out of nowhere, and be nearly impossible to kill, and this has never really changed, but the play experience during the "dungeon crawling" (pre-Name) levels was absolutely vile, which is the entire reason why spellcasting had to change. Consider how some adventures will say things like "spell x or y is required" to overcome a challenge, making having a spellcaster incredibly vital, but actually playing one is so wretched an experience that few people (at least, IME) would even want to play one!* *That having been said, the Thief was in a similar situation, yet remained oddly popular for some reason. I can't explain that, beyond some people getting the idea that the class encouraged you to be a backstabbing jerk to your fellow players. Sure, a single [B]fireball[/B] might be able to clean out most of a goblin warren, but it's not like those same goblins were that much of a threat to 5th-level Fighters to begin with! [/QUOTE]
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I'm a Fighter, not a Lover: Why the 1e Fighter was so Awesome
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