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Nerfing Wizards the Old Fashioned Way: Magic User in 1e
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<blockquote data-quote="Helldritch" data-source="post: 8083267" data-attributes="member: 6855114"><p>Agreed, a lot of the games I knew were using a lot of house rules. It is also why it lead to so many Monty Haul campaigns.</p><p></p><p></p><p></p><p></p><p>Nope, the 10' you are refering to is to determine if a fighter type character could make all his attacks without moving. In 1ed a fighter could make 1 attack per level against low level opponents (those under 1HD). This meant a a 10th level fighter could make 10 attacks that round as long as the enemies were with melee range. So a fighter could start his serie of attacks against everything up to a maximum of 23 opponents at 23rd. Any enemies further than 10' were "safe". A move could make you go lower in the initiative, but nothing prevented you from closing in and making your full attack allotment.</p><p></p><p></p><p></p><p>Which was easily countered with darts or any high rate of fire projectiles. Even Magic Missile would deplete mirror image in a pinch.</p><p></p><p></p><p>The initiative system, as Snarf said, was in the PHB. But yes, they were relatively hard to understand. But once understood, they made complete sense and were logical and heavily skewed towards martial characters.</p><p></p><p></p><p></p><p>Yep, that is why a caster would make sure to be "safe" before casting a spell with a long casting time. In combat healing was also not a common practice and was more relegated to out of combat as a well placed arrow could simply ruin the spell. But desperate circumstances call for desperate measures. It is also why such spells as wall of stone, force and fire and even wind were so liked by casters. Even a wall of fog could save your pretty little asses when you were a caster. And casting from a corner was also a sound tactics.</p><p></p><p></p><p></p><p></p><p>Not all DM were the "Gotcha" type. I certainly was not. But I was rutheless and merciless (and still am today). I apply the rules and play the monsters with intelligence. This is what I have shown many young/new DM to do in their games. It makes for better games.</p><p></p><p></p><p></p><p></p><p>Fully agree.</p><p></p><p></p><p></p><p></p><p>This is also why many of my players will not up cast damage spells. An upgraded fire ball to level 5 only do 2d6 more damage for an average of 7pts or 3.5 if the save is made. Better cast a cone of cold.</p><p></p><p></p><p></p><p>Yep dangerous spells required a lot of caution. I miss those days.</p><p></p><p></p><p></p><p>It is still here in 5ed if the DM isn't careful. I fully enforce random encounters so that the 6-8 encounters per day is met at all times. Since random encounters do not give experience or treasure, the 5MWD has simply disapeared in my games.</p><p></p><p></p><p></p><p></p><p>Stick to the example. It took almost 3 days. As the caster will take a rest. Memorize spells up to 12 hours. With the initial 12 hours rest for 9th level spells, he could only memorize 2 spells of 9th level and he would still have 7 hours left for a few spells. All in all, it would take about three days.</p><p></p><p></p><p></p><p>The mortality rate among young magic user going on adventure was staggering when played correctly. But yes, the tables were highly inconsistant.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8083267, member: 6855114"] Agreed, a lot of the games I knew were using a lot of house rules. It is also why it lead to so many Monty Haul campaigns. Nope, the 10' you are refering to is to determine if a fighter type character could make all his attacks without moving. In 1ed a fighter could make 1 attack per level against low level opponents (those under 1HD). This meant a a 10th level fighter could make 10 attacks that round as long as the enemies were with melee range. So a fighter could start his serie of attacks against everything up to a maximum of 23 opponents at 23rd. Any enemies further than 10' were "safe". A move could make you go lower in the initiative, but nothing prevented you from closing in and making your full attack allotment. Which was easily countered with darts or any high rate of fire projectiles. Even Magic Missile would deplete mirror image in a pinch. The initiative system, as Snarf said, was in the PHB. But yes, they were relatively hard to understand. But once understood, they made complete sense and were logical and heavily skewed towards martial characters. Yep, that is why a caster would make sure to be "safe" before casting a spell with a long casting time. In combat healing was also not a common practice and was more relegated to out of combat as a well placed arrow could simply ruin the spell. But desperate circumstances call for desperate measures. It is also why such spells as wall of stone, force and fire and even wind were so liked by casters. Even a wall of fog could save your pretty little asses when you were a caster. And casting from a corner was also a sound tactics. Not all DM were the "Gotcha" type. I certainly was not. But I was rutheless and merciless (and still am today). I apply the rules and play the monsters with intelligence. This is what I have shown many young/new DM to do in their games. It makes for better games. Fully agree. This is also why many of my players will not up cast damage spells. An upgraded fire ball to level 5 only do 2d6 more damage for an average of 7pts or 3.5 if the save is made. Better cast a cone of cold. Yep dangerous spells required a lot of caution. I miss those days. It is still here in 5ed if the DM isn't careful. I fully enforce random encounters so that the 6-8 encounters per day is met at all times. Since random encounters do not give experience or treasure, the 5MWD has simply disapeared in my games. Stick to the example. It took almost 3 days. As the caster will take a rest. Memorize spells up to 12 hours. With the initial 12 hours rest for 9th level spells, he could only memorize 2 spells of 9th level and he would still have 7 hours left for a few spells. All in all, it would take about three days. The mortality rate among young magic user going on adventure was staggering when played correctly. But yes, the tables were highly inconsistant. [/QUOTE]
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