I've been thinking lately about how wizards are played these days, as opposed to 1st ed. as relates to getting new spells. In 1e, you never got them automatically just because you gained a level. The only way you as a player actually had a say-so in what spells were in your spell book was if you researched them, but the costs of researching and the high chances of failure, as well as the downtime in missing out on potential adventures, made researching generally not worth it.
Nowadays we get 2 every level, and it is relatively easy to research new spells. It takes the fun out of it though. Before, you killed a wizard and took his spell books, and it was like Christmas, going through the list of spells to see what may be new. For me, even beyond any magic items, finding a spell book was the ultimate thrill. Nowadays, with a lot of spells gained through player selection, especially the cool ones that you used to hpe were in a spellbook, some of that thrill is gone.
I've been thinking of going back to the old style of play, described in the first paragraph, as long as my DM understands that he may need to up the ante on spellbooks in his adventures to make up for my lack of ability to fill my spellbooks on my own. As it stands now, spellbooks are few and far between in our adventures. I've only gotten one decent one in 2 years of playing, which I made up for through research and the 2 freebies every level.
In my opinion, spellbooks determine a wizard's relative power to other wizards, and to the group he is in, more than anything else. Versatility is power for wizards, and spells give the wizards that versatility. Therefore, going back to a style where an adventuring wizard's primary goal is spellbooks, I could totaly see a PVP (Player vs. Player) style game happening, where good and evil wizards basically batle each other, any time, anywhere, Highlander style, in order to obtain each other's spellbooks. "There can be only One Spelbook." The good wizard justifies it because he is taking out a evil guy, and the evil guy does it because he is evil.
I would think that wizards would tend to be less flashy about making an entrance into a new town. They would have more home defense kind of spells. They would always try and have followers/henchmen/adventurers around to watch their backs in case of assasination attempts. Higher level ones with money might even go so far so to have local spy networks in place to alert them to potential threats, or targets. They also probably wouldn't leave home much unless well protected.
What do you guys think about all this?
thx.
Nowadays we get 2 every level, and it is relatively easy to research new spells. It takes the fun out of it though. Before, you killed a wizard and took his spell books, and it was like Christmas, going through the list of spells to see what may be new. For me, even beyond any magic items, finding a spell book was the ultimate thrill. Nowadays, with a lot of spells gained through player selection, especially the cool ones that you used to hpe were in a spellbook, some of that thrill is gone.
I've been thinking of going back to the old style of play, described in the first paragraph, as long as my DM understands that he may need to up the ante on spellbooks in his adventures to make up for my lack of ability to fill my spellbooks on my own. As it stands now, spellbooks are few and far between in our adventures. I've only gotten one decent one in 2 years of playing, which I made up for through research and the 2 freebies every level.
In my opinion, spellbooks determine a wizard's relative power to other wizards, and to the group he is in, more than anything else. Versatility is power for wizards, and spells give the wizards that versatility. Therefore, going back to a style where an adventuring wizard's primary goal is spellbooks, I could totaly see a PVP (Player vs. Player) style game happening, where good and evil wizards basically batle each other, any time, anywhere, Highlander style, in order to obtain each other's spellbooks. "There can be only One Spelbook." The good wizard justifies it because he is taking out a evil guy, and the evil guy does it because he is evil.
I would think that wizards would tend to be less flashy about making an entrance into a new town. They would have more home defense kind of spells. They would always try and have followers/henchmen/adventurers around to watch their backs in case of assasination attempts. Higher level ones with money might even go so far so to have local spy networks in place to alert them to potential threats, or targets. They also probably wouldn't leave home much unless well protected.
What do you guys think about all this?
thx.