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Nerfing Wizards the Old Fashioned Way: Magic User in 1e
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8085037" data-attributes="member: 7023840"><p>On assumptions:</p><p></p><p>DMG:</p><p>Appendix P, creating a party, provides that a MU has a 4% chance, per level, of having magic bracers of AC6. So Level 10 = 40% chance.</p><p>The MU has a 10% chance of having bracers of AC 5.</p><p></p><p>This is a prior thread on the topic:</p><p>[URL unfurl="true"]https://www.enworld.org/threads/magic-items-in-ad-d-making-them-and-getting-them.655336/[/URL]</p><p></p><p></p><p>Bracers of Defense, AC 2, were unheard of in my corner of the universe. Then again, some campaigns went full Artifact & Relic (where can I find the Head of Vecna????). </p><p></p><p>Rules are also interesting depending on how you applied them. For example, item saving throws did not benefit from the general "plus" that the character had, but only the specific benefit of the item; so a ring of protection +1 did not provide a wand of fireballs a +1 to saving throws. The only allowed bonus was that a items had a bonus of +5 to those forms of attack in their own mode (so a wand of fireballs was +5 to fire). And even the general "plus" for some items didn't work on everything (magic armor and shield were useless for poison, metal armor was useless for electricity, and so on).</p><p></p><p>In general there were a number of rules. The more rules you used, the harder it became.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8085037, member: 7023840"] On assumptions: DMG: Appendix P, creating a party, provides that a MU has a 4% chance, per level, of having magic bracers of AC6. So Level 10 = 40% chance. The MU has a 10% chance of having bracers of AC 5. This is a prior thread on the topic: [URL unfurl="true"]https://www.enworld.org/threads/magic-items-in-ad-d-making-them-and-getting-them.655336/[/URL] Bracers of Defense, AC 2, were unheard of in my corner of the universe. Then again, some campaigns went full Artifact & Relic (where can I find the Head of Vecna????). Rules are also interesting depending on how you applied them. For example, item saving throws did not benefit from the general "plus" that the character had, but only the specific benefit of the item; so a ring of protection +1 did not provide a wand of fireballs a +1 to saving throws. The only allowed bonus was that a items had a bonus of +5 to those forms of attack in their own mode (so a wand of fireballs was +5 to fire). And even the general "plus" for some items didn't work on everything (magic armor and shield were useless for poison, metal armor was useless for electricity, and so on). In general there were a number of rules. The more rules you used, the harder it became. [/QUOTE]
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Nerfing Wizards the Old Fashioned Way: Magic User in 1e
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