gizmo33 said:
What's the expected AC of a wizard in a low-magic campaign world? IME it's not very good.
It's not. But it's still not a given that the Rogue will hit and do enough damage for the Wizard to fail the Concentration check.
In the case of a 7th level wizard burning up a 4th and 3rd level spell just to begin to engage a rogue - it becomes a question of whether or not you can really take down a 7th level rogue with the remaining spells. There's a chance that a few unbalanced spells, like magic missle and web maybe, would have to be house-ruled.
The Wizard doesn't have to cast those spells to begin to engage the Rogue. The Wizard has the option of casting those spells to gain an unassailable advantage against the Rogue. And, with Web, Magic Missile, Scorching Ray, various Summons, Deep Slumber, Hold Person, and various other spells, the Wizard absolutely should be able to take down the Rogue.
The problem is not the 'unbalanced' Magic Missile and Web. The problem is that two fairly low-level spells provide the Wizard with what is essentially an unbeatable defense.
Aren't spellcasters always unique in that ability normally? I'm not sure what the foundation is for this - maybe we need to agree on what "low magic" means.
Typically, it means that access to magic items is curtailed. Very often, it also includes a house rule that for every X spellcaster levels you must take a non-spellcaster level.
The ability to craft items is indeed unique to spellcasters. However, in a 'normal magic' game, it is generally understood that PCs have reasonable access to whatever magic items the player deems appropriate. As such, if the Rogue in our example knows he's going up against a Wizard BBEG, he has reasonably easy means to acquire a potion of see invisibility and a potion of fly, thus equalising the scenario. (Okay, can't get a potion of see invisibility. But you get the idea, I'm sure.)
BTW, consider that in a low-magic world a wizard might not even be able to find the Improved Invisibility and Fly spell in the example.
Then the DM has, in fact, dealt with the very problem I've been warning about.
IME it mostly strains credibility that creatures don't respond to adventurer's forays into their lair. Most adventures that I can think of involve battles against intelligent, organized foes.
Of course, but how often do you do that? Logically, what the monsters should be doing is concentrating their forces into a single strike against the PCs (who together they surely outnumber and can overwhelm). Thus, pretty much every adventure, if run purely pragmatically, is an almost guaranteed TPK.
IME spell casters dominate to some degree regardless of whether it's a low magic world or not.
Somewhat. Removing magic items makes the 'imbalance' more noticable sooner, because the spellcaster classes become somewhat less powerful, but the non-spellcaster classes completely lose access to certain approaches and tactics.
Presumably you're thinking that in a high-magic world that the rogue would have some item that would see invisible. But in an apples to apples comparison, while the rogue is activating that item, the wizard is probably summoning some monsters or using his repeated wand of quickened fireballs, or whatever.
Indeed. And that's fine. But, in the high-magic world the Rogue now has the ability to target the Wizard, and can therefore attack effectively. In the low-magic world, the Rogue is SOL - there's nothing he can do to stop the Wizard just flying around casting spell after spell at him.