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[L&L] Balancing the Wizards in D&D
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<blockquote data-quote="Daztur" data-source="post: 5910540" data-attributes="member: 55680"><p>A few other things that kept early edition Wizards in check that were watered down later:</p><p>-The gap between basic combat stats (attack bonus, AC, HPs) between wizards and fighter is greater in early D&D than 3ed.</p><p>-You often get more fights per day in older D&D than in 3ed (because of wandering monsters and fights taking less time to run).</p><p>-As you gain levels in early D&D the critters will pass they're saves more and more often, unless you're really bad at dumping up your spell DC that doesn't happen in 3ed, generally the reverse in fact...</p><p>-Although there are abominations like Rope Trick in 1ed, it's generally harder to get back your spells in 1ed than in 3ed (takes longer, harder to magic up supplies needed to feed you while resting, most wandering monsters). </p><p> </p><p>What I'd go with personally as a balance mechanism is put more obstacles in front of wizards getting their spells back (and characters getting their healing surges back) so it's hard/impossible to do mid-adventure. Something like "extended rest in a safe and comfortable location, camping out for a few hours in a haunted tomb doesn't cut it."</p></blockquote><p></p>
[QUOTE="Daztur, post: 5910540, member: 55680"] A few other things that kept early edition Wizards in check that were watered down later: -The gap between basic combat stats (attack bonus, AC, HPs) between wizards and fighter is greater in early D&D than 3ed. -You often get more fights per day in older D&D than in 3ed (because of wandering monsters and fights taking less time to run). -As you gain levels in early D&D the critters will pass they're saves more and more often, unless you're really bad at dumping up your spell DC that doesn't happen in 3ed, generally the reverse in fact... -Although there are abominations like Rope Trick in 1ed, it's generally harder to get back your spells in 1ed than in 3ed (takes longer, harder to magic up supplies needed to feed you while resting, most wandering monsters). What I'd go with personally as a balance mechanism is put more obstacles in front of wizards getting their spells back (and characters getting their healing surges back) so it's hard/impossible to do mid-adventure. Something like "extended rest in a safe and comfortable location, camping out for a few hours in a haunted tomb doesn't cut it." [/QUOTE]
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[L&L] Balancing the Wizards in D&D
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