Tony Vargas
Legend
AD&D? Brownie familiar or magic boots or magic gloves or a combination of a few other things. 3.5? 14 DEX plus Cat's Grace.tting 18 dex's? Hell, if he has an 18 dex, he chose the wrong vocation.
AD&D? Brownie familiar or magic boots or magic gloves or a combination of a few other things. 3.5? 14 DEX plus Cat's Grace.tting 18 dex's? Hell, if he has an 18 dex, he chose the wrong vocation.
Like I said, for every "We ganked the wizard" story, there's one where the wizard got the party.
Anecdotes that "Well, there's no problem with balance because my group managed not to have a problem" don't really prove anything. For every anecdote you bring up, someone can bring up a counter one where wizards totally owned the situation.
If that is strictly the case... then we have a balanced game.![]()
And yes, a magic user generally loses initiative every single round. He adds casting time. Fighter's don't. Even a lowly magic missile gives him an effective minus one to his roll. Flame arrow is minus 3, confusion minus 4.
It's better because it doesn't require fifteen pages of explanation and clarification. CF: http://www.multifoliate.com/dnd/ADDICT.pdf
You don't remember it because they aren't. Initiative in 1E is rather simple. Roll D6. The winning side goes first. Casters in melee subtract casting time from the roll. That's pretty much it. Most of the above document concerns surprise which is a whole 'nother animal.
Advanced Dungeons and Dragons (1e) said:PHB pg. 104, under INITIATIVE:
The initiative check is typically made with 2 six-sided dice ... [most of the time] the group with the higher die score will always act first.
DMG pgs. 66-67, under Other Weapon Factor Determinants:
Compare the speed factor of the weapon with the number of segments which the spell will require to cast to determine if the spell or the weapon will be cast/strike first, subtracting the losing die roll on the initiative die roll from the weapon factor and treating negative results as positive. ... If combat is simultaneous, there is no modification of the weapon speed factor.
Nope, 1e balances them just fine, thank you.
Re: needing torches in a dungeon:OK, so 3.5 messed it up. 5e can still fix it.![]()
At-will cantrips - where cantrip is defined in the 1e UA trivial-effect sense - aren't that big a deal*. At-will cantrips using the 3e definition of cantrip as a fairly useful effect is overkill - particularly if the intent is to scale back wizard power rather than augment it.
* - well, except Present, which I broke so badly back in the day it got promoted to a 2nd-level spell.![]()
Every other full edition has managed it. From D&D to AD&D to 2e to 3e to 4e the game improved. OK, there were stutters within an edition, 1e UA had issues, as did many 2e supplements, Essentials was a definite step down from the rest of 4e, and 3.5 was only about on par with 3.0 (better in some ways, worse in others). But new editions, if only by dropping rules bloat in their early incarnations, were always getting better.
On a tangent, I have the following ranking: 4e Essentials < 4e Classic < 4e Classic+Essentials. I have players at my table who are much happier with the Essentials martial classes and the Elementalist Sorceror than they are with the pre-Essentials version. And the mage is so much tastier than the arcanist that if it got ritual caster for free I'd never want to play an arcanist. Also MV and MV: Nentir Vale are simply better than the previous monster manuals.
Originally Posted by Advanced Dungeons and Dragons (1e)
PHB pg. 104, under INITIATIVE:
The initiative check is typically made with 2 six-sided dice ... [most of the time] the group with the higher die score will always act first.
DMG pgs. 66-67, under Other Weapon Factor Determinants:
Compare the speed factor of the weapon with the number of segments which the spell will require to cast to determine if the spell or the weapon will be cast/strike first, subtracting the losing die roll on the initiative die roll from the weapon factor and treating negative results as positive. ... If combat is simultaneous, there is no modification of the weapon speed factor.
Interesting. That's something I hadn't noticed before, or had forgotten during my sojourn with 3e. That does make a difference, and makes daggers an intriguing choice for fighting casters; however, range weapons have no speed factor, so unless the wizard WANTS to be in melee with his d4 hd, his spells can still be interrupted quite easily. Even then, I'd take my chances firing into melee to stop a wizard's spell from going off. Every time I read the 1e dmg I learn something new. I stand by my comments, though. A wizard can be a powerful foe, but spell interruption, along with his low ac and hit points balances this quite nicely. Especially when considering high level spells which take 7,8, or 9 segments to cast. And it's really no skin off any fighter's ass to just punch him in the mouth instead of swinging his two handed sword. And yes, a prepared wizard with resources will pop in stoneskinned, mirror imaged, blurred, invisible, etc. But he can't always be prepared, nor will he always have access to those spells. For example, my magic user in the 1e game I play in (he's only level 6) has mirror image, but none of the other above spells, nor will he ever learn them unless his intelligence goes up, which is highly unlikely, at least for a long, long, time. He's a multiclass cleric, so it's not as big a deal as it would be for a single class mu.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.