Old school wizards, how do you play level 1?
Bluff like hell.You’ve cast your single spell for the day and combat breaks out again. How do you spend your turns?
I've toyed with this one too. It can help the player feel their PC is more magical, but OTOH it can make magic itself feel a bit less rare and special, where part of the feel and play experience of old school is normally that you have fewer spells but those spells are more powerful and impactful if they work.I've no idea what I've said in this thread before, but I'm considering allowing basic wands and staffs that allow the magic user to charge them between sessions with "ammo" so that they can use a wand to shoot enemies instead of having to resort to throwing daggers/darts.
Just because the character's a magic-user doesn't mean everything it does has to be magical.In the last batch of 10k xp pre-gens I made for an adventure I gave one of the M-Us a wand of stone throwing with a dozen charges, which allowed him to propel a normal nonmagical rock as a missile weapon for d6 damage at up to 60' with a normal to-hit roll. I think I erred on the side of caution with that, but something like that (potentially rechargeable for significant cash) might be a good way to do this.
Does a fighter stop being a fighter if she only fights occasionally?I mean, it's in the name. "Magic-user". Seems odd to be a Magic-user who only occasionally uses magic.
Agree, the feel of the character is important. If the magic-user is stuck having to use a sling, they feel much less magical. It's why I like the at-will and cantrip powers of 4e and 5e, and pathfinder. Also the reserve feats which I was reminded about a while ago. They allow the wizard to keep doing magic. If you want to limit it, then a charged wand works well I feel.I mean, it's in the name. "Magic-user". Seems odd to be a Magic-user who only occasionally uses magic.