No. Only spells that where used.1E required you to rememorize spells you didn't cast?
No. Only spells that where used.1E required you to rememorize spells you didn't cast?
This is absolutely correct. And there's no way to fix it without (a) making assumptions about the number of opponents a Magic-User will fight during a given adventuring day (either in a single encounter or greater number of encounters or (b) making Wizards pure at-will (0% Vancian). 4E went half-way to option (b) but mostly just decided to hide the problem by making Magic-Users and Fighters almost indistinguishable mechanically. This way the "number of opponents/day" assumption is built into all classes equally.
One of the fundamental differences between 4E and O/1E/2E/3E is on the Martial side of the equation. This effects how Magic-Users feel relative to Fighters. Pre-4E Fighters could not go full Boo-Yah! on their opponents at a time of their choice. Each round of combat had the same damage potential as the previous round, slow but steady. Every Fighter option (call it Feats, Maneuvers, Stunts, what you will) was "at will" in the 4E parlance. Now both Wizards and Fighters are part at-will, part per encounter and part Vancian in the form of their Daily Powers. The Magic-User no longer has anything that sets him apart. I think this is a big part of the change in "feel."
But keep in mind the first restriction above. A Vancian system (even only partial Vancian, like 4E) can only be balanced against a pure at-will character build if you hold the number of opponents/day constant. There's no way around that.
I find it amusing that from what I've seen on these boards... it's only the former high-level magic-user players from 1e that keep clamoring about how 1e was better than 4e and how they wish some things could go back that way somehow. I never see any former 1e high-level fighter players wishing the game was more 1e style (or any low-level fighter or magic-user players for that matter).
So apparently it's only the players who need to be the "special snowflakes" (i.e. the uber-powerful, uber-esoteric, no-one-is-like-me-I'm-completely-different characters) that can't stand that 3e & 4e balanced everyone out.
And I'm shocked! Shocked, I tell you! Someone whose favorite thing is playing the end-all-and-be-all in wielding power is upset that they can't be that way anymore! Shocked, I say! Who'dathunkit?!?
Actually, I think the key trade-off is not power for reliability, but power for limited availability.
Magic is powerful, but a magic-user could only call on it a limited number of times per day (or, in the case of a charged item, ever). Martial power can be used an effectively unlimited number of times, but is not terribly powerful.
This trade-off can break down when:
1. The adventuring day is so short that magic-users are not effectively limited by their number of spells per day.
2. The magic-user has ready access to a relatively cheap (whether in terms of xp, gp, or some other in-game resource) supply of magic items.
This is not a 3e-specific problem. Either of the above could happen regardless of edition, although the magic item crafting feats and the default assumption that magic items could be purchased quite easily makes (2) more likely in 3e than in previous editions.
4e's approach to this is to make magical and martial power roughly on par, both in terms of power and availability, and yes, this does break an "old school" paradigm.
This is a purely subjective idea, and I'm not sure its full formed (hence ramblings) but perhaps its something...
For S&G, I pulled out my 1e DMG or peruse the words of wisdom. As I did, I noticed something, odd. Something I haven't noticed for a long time...
1.) 1e is random, and its weighted against your PC.
Take a look at character generation. You roll 3d6 (getting a 3-18 split, heavily weighted toward the middle 10-12) for scores. By strict reading, those rolls determine your class (primes and requisites) and race (racial min/max) even your gender (min/max)! You rolled starting hp (leading to magic-users possibly having more hp than fighters!) and starting gold (possibly not even enough to afford good armor or weapons!) and magic-users rolled starting spells (via two contradictory methods, one in the PHB, the other in the DMG). If you were dice lucky (or a horrible cheat) you got the PC you wanted and he would survive the grist mill to greatness. Else, you got to try again when that less-than-stellar PC met his end.
Even beyond chargen, you faced an essentially "random" world. Random encounters, random treasure gen, even monsters had random hp. Your PC had a random chance of getting lost, and NPCs had (essentially) a random chance of liking or disliking you. And that doesn't even begin to factor the still-random elements of D&D (Attacks, Saves, etc).
All of this "randomness" puts the PC typically behind the eight-ball. Most monsters (typically) had more hp, better attacks, and more powers than any PC could possibly bring to bear. This lead to the second observation I noticed...
2.) The trade off for power is reliability.
Why does 4e's Power System Soooooo offend old-school gamers? Because it breaks the most important principal of magic and mundane power:
Magic is powerful, but unreliable. Martial power is reliable, but not terribly powerful.
There are, of course, exceptions to this axiom. Still, compare a fighter with a great sword NOT to an attack spell like burning hands, but to Sleep. Sleep ends a fight before it can begin. Sleep targets multiple foes. Sleep is a TPK in the hands of a foe. However, Sleep is a saving throw away from uselessness.
No second effect, no damage nothing. Save Negates. If the creature(s) save against the spell, its done with. Compared to a fighter, who might not be able to end a fight in one round, but he can continue to try to attack every round until he hits with no penalty.
4e changes that balance by making magic more reliable, and making martial more powerful. Its better balanced, but a major shift from this principle which has been with us since the beginning.
It is my belief that these two things create the greatest shift in D&D's style from 1e - > 4e (and each version of D&D in between, the changes show up slowly). 4e bridges power and reliability. 4e encourages a "planned" world where PCs create their characters without a single die roll and allows them a variety of "balanced" choices. 4e (for the most part) removed random encounters, random hp, random treasure for a more "why am I putting X here" approach to adventure design. Lastly, 4e tries to balance the needs of the players against the needs of the DM (1e was squarely in the DM's corner, 3e sat down with the players), all of which can been seen in the evolution of editions (esp latter-day 2e and latter-day 3e) from that "1e feel"
That's my theory. Feel free to pick it apart.
You are misunderstanding. "3d6, in order" is not in 1E. It's not the same thing as "3d6, in order, 12 times and pick the best set."
Um, dude, in 1e, a 1st level magic user (without a Con bonus, which you'd only get with a 15+ con) typically had less than even odds of remaining standing after getting hit by a single arrow (which did a d6 damage). He had an average of 2.5 hit points at first level. By 10th level, he'd have, on average, 25 hit points.
Compare to a 4e wizard, who at first level already has something like 20 hit points. And by 10th level, he's got 56 (more if some of the stat raises go into Con. And the nastiest arrow is doing a d10.
So, in terms of how many hits he can take before falling, the modern wizard is clearly ahead of the old-style MU.
I find it amusing that from what I've seen on these boards... it's only the former high-level magic-user players from 1e that keep clamoring about how 1e was better than 4e and how they wish some things could go back that way somehow. I never see any former 1e high-level fighter players wishing the game was more 1e style
Your theory is incorrect. It only takes one black swan to falsify that "all swans are white" and my existence falsifies the theory that "only former high-level magic-user players" prefer 1E to 4E. I have toyed with many house rules while DMing previous editions to fix the class imbalance and am certainly not concerned with losing some "special MU status." I am concerned with the loss of a game.I find it amusing that from what I've seen on these boards... it's only the former high-level magic-user players from 1e that keep clamoring about how 1e was better than 4e and how they wish some things could go back that way somehow.
And not just 3E of course, but all previous editions.Remathilis said:The problem, as others have pointed out, is the "15 min workday" or "5 encouters and rest" design 3e seemed to balance around. Right around the time mages and priests become ascendant (9th level) is right around the time they have enough spell slots, disposable/charged items, and magic knick-knacks to no longer cast "conservatively".
Do you seriously believe that? That the only reason someone might prefer 1E -- or some elements of 1E -- is that they personally enjoy playing overly powerful wizards, and 4E has "nerfed" them?I find it amusing that from what I've seen on these boards... it's only the former high-level magic-user players from 1e that keep clamoring about how 1e was better than 4e and how they wish some things could go back that way somehow.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.