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General Tabletop Discussion
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Older Editions and "Balance" when compared to 3.5
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<blockquote data-quote="Votan" data-source="post: 5322777" data-attributes="member: 18680"><p>In my experience (although play variability with AD&D is large) this is correct but in a positive sense. The quarterback is crucual but casting a spell during combat is always a nerve-wracking experience (due to the spell interuption rules and never knowing what your initiative order is going to be). Without a good support team, the wizard is in deep trouble.</p><p></p><p>In later editions (with defensive casting, tricks to get far more hit points plus a better AC and more spells) a wizard is more able to pull off being a solo superstar. Plus, saves become harder to make as a wizard optimizes aroudn them whereas in 2E damage was usually the way to go. Spell resistance was easier to avoid and so forth. </p><p></p><p>That is, in my opinion, the key to 2E balance. Nobody else can learn the Theif skills. The fighter was really tough (relative to the other classes) on both hit points and saves (notice the truncation of constitution bonuses to hit points for non-fighters). The cleric and the wizard have separate spell lists that (at least in 1E AD&D) have a modest amount of overlap.</p><p></p><p>It is hard to succeed without a party and teamwork is key to success. In 3rd edition this is less true with high level spellcaster designed to be survivable.</p></blockquote><p></p>
[QUOTE="Votan, post: 5322777, member: 18680"] In my experience (although play variability with AD&D is large) this is correct but in a positive sense. The quarterback is crucual but casting a spell during combat is always a nerve-wracking experience (due to the spell interuption rules and never knowing what your initiative order is going to be). Without a good support team, the wizard is in deep trouble. In later editions (with defensive casting, tricks to get far more hit points plus a better AC and more spells) a wizard is more able to pull off being a solo superstar. Plus, saves become harder to make as a wizard optimizes aroudn them whereas in 2E damage was usually the way to go. Spell resistance was easier to avoid and so forth. That is, in my opinion, the key to 2E balance. Nobody else can learn the Theif skills. The fighter was really tough (relative to the other classes) on both hit points and saves (notice the truncation of constitution bonuses to hit points for non-fighters). The cleric and the wizard have separate spell lists that (at least in 1E AD&D) have a modest amount of overlap. It is hard to succeed without a party and teamwork is key to success. In 3rd edition this is less true with high level spellcaster designed to be survivable. [/QUOTE]
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Older Editions and "Balance" when compared to 3.5
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