Mannahnin
Scion of Murgen (He/Him)
Well no naughty word. That's why I was talking about this being something I've "toyed with" as opposed to it being a core rule in my games. It is B/X, so M-Us are dagger-only, but sure, I could make another house rule to give them slings. BtB a bandolier of daggers would theoretically be an option, but for my taste that's mostly a funny meme or occasionally an option of necessity in certain games. The idea of the wand for that character is to give them something special that feels magical but allows a little more frequent (but not unlimited!) use.Just because the character's a magic-user doesn't mean everything it does has to be magical.
I mean, you could have accomplished the same thing in a far simpler way by just giving this guy a bag of rocks and proficiency with sling (they're pre-gens, so maybe in that setting 'sling' is an allowed weapon option for all mages?).
And I explicitly talked about how this is a case of competing priorities I'm working to balance- the player's desire for their character to feel more magical with the paradigmatic difference of older-school D&D being about less-frequent but more individually powerful spells, contrasted with modern D&D's constant availability of magic via cantrips but individual spells being generally weaker and less impactful.
Do you feel like a Fighter if you only fight occasionally?
FOUL. Not the question he asked.Yes. Likewise when I play any other class. No one gets to do their class schtick constantly.
The word was "occasionally". Not "anything other than constantly". If you only get to do your character's main shtick a fraction of the time, it's a common experience for players to feel like they're not getting quite the experience they expected and signed up for.
This is a matter of subjective taste, of course. Older editions (at least at low levels) don't give spell casters as many chances to cast spells, but they make those spells powerful and badass, as a rule.
Some players can play a 3rd level M-U and enjoy knowing that they've got the encounter nuke of Sleep on deck to save the party's bacon, Hold Portal for an emergency to help the party escape, and Knock to access a locked treasure which would be inaccessible otherwise, and relish the fun of those few moments they get to bust out a spell during the adventure. Other players don't have as much fun sitting back and waiting for those golden opportunities, and would prefer to be actively magical more than one to three times a session.
For my money both styles of magic in-world are fun, but I get why some players definitely prefer the latter. I was certainly more one of those when I was younger.
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