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General Tabletop Discussion
D&D Older Editions
Jonathan Tweet: Third Edition and Per-Day Spells
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<blockquote data-quote="Helldritch" data-source="post: 7926844" data-attributes="member: 6855114"><p>Ok, let me correct a few mistakes.</p><p></p><p>1ed Casters were almost never going nova unless in a life or death situation. Especially at high level. An 18th level mage going nova and expanding all his spell slot would take 34h45minute to recover all his spells. This means two days and a few hours into the third day to full spell recovery. It was taking 15 minutes per spell level to recover a spell (PHB 1ed p. 40). A single 4th level spell was taking a full hour to recover! With the rules about random encounters during adventures, the casters were forced to rely on scrolls, wands and staves. In addition recovery of certain spell level required longer rest time. 1-2nd level 4 hour sleep with a 2 hours increment per 2 spells levels up to a 9th level requiring a full 12 hours of uninterrupted rest. And it was uninterrupted rest. One encounter could ruin your day...</p><p></p><p>Casting time was also a strong thing going against casters. The longer a spell was to cast, the higher chance you had to see it disturbed. No concentration check. One hit and the spell was lost. Casting was a risky thing in 1ed. Casters were powerful but very fragile. A meteor swarm had a casting of 9 segments. This meant that even if the character had rolled a 6 and won the initiative, his spell would go on the 9th segment of combat. Pretty much certain that an enemy would try to stop the caster with a bow, a dagger or whatever. That is why many defensive spells were there to help the caster. </p><p></p><p>Casting was not an auto success and war caster was not a thing. Some DM were going as far as saying that since casting required the caster to be motionless, that Dexterity modifiers to AC were not working. Add in the component elements (I was just caring about the costly components but I knew of some DM that kept a precise account of every single components carried...) this often meant that spells could only be cast a number of times before the lack of components prevented a caster from casting some spells. Casters were not having it easy in 1ed. That is why they became so powerful in 3.xed. With all these restriction and spell loss possibilities removed, they were too dominant.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7926844, member: 6855114"] Ok, let me correct a few mistakes. 1ed Casters were almost never going nova unless in a life or death situation. Especially at high level. An 18th level mage going nova and expanding all his spell slot would take 34h45minute to recover all his spells. This means two days and a few hours into the third day to full spell recovery. It was taking 15 minutes per spell level to recover a spell (PHB 1ed p. 40). A single 4th level spell was taking a full hour to recover! With the rules about random encounters during adventures, the casters were forced to rely on scrolls, wands and staves. In addition recovery of certain spell level required longer rest time. 1-2nd level 4 hour sleep with a 2 hours increment per 2 spells levels up to a 9th level requiring a full 12 hours of uninterrupted rest. And it was uninterrupted rest. One encounter could ruin your day... Casting time was also a strong thing going against casters. The longer a spell was to cast, the higher chance you had to see it disturbed. No concentration check. One hit and the spell was lost. Casting was a risky thing in 1ed. Casters were powerful but very fragile. A meteor swarm had a casting of 9 segments. This meant that even if the character had rolled a 6 and won the initiative, his spell would go on the 9th segment of combat. Pretty much certain that an enemy would try to stop the caster with a bow, a dagger or whatever. That is why many defensive spells were there to help the caster. Casting was not an auto success and war caster was not a thing. Some DM were going as far as saying that since casting required the caster to be motionless, that Dexterity modifiers to AC were not working. Add in the component elements (I was just caring about the costly components but I knew of some DM that kept a precise account of every single components carried...) this often meant that spells could only be cast a number of times before the lack of components prevented a caster from casting some spells. Casters were not having it easy in 1ed. That is why they became so powerful in 3.xed. With all these restriction and spell loss possibilities removed, they were too dominant. [/QUOTE]
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Jonathan Tweet: Third Edition and Per-Day Spells
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