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(Rambling) Why 4e doesn't "feel" 1e...
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<blockquote data-quote="Philotomy Jurament" data-source="post: 4504993" data-attributes="member: 20854"><p>Oh, yes. I think that quite a few of the rules added to D&D in AD&D were added with the intent of making things difficult for the magic user. Rules allowing the magic user to lose his spell even when he wins initiative rank way up there. </p><p></p><p></p><p><strong>Sleep</strong> is definitely the nuclear warhead for the low-level magic user. Calling it "the only spell worth preparing" is hyperbole, but not by much.</p><p></p><p></p><p>That's a good description of how I run low-level magic users. I tend to memorize <strong>charm person</strong>, first, and use it in town. I try to find some men-at-arms to influence and bind to me. Even while they're <strong>charmed</strong>, I treat them very well, hoping to keep their loyalty when the magical influence wanes. For the dungeon, I memorize <strong>sleep</strong>, and I try to find scrolls (or wands!), and if I gain much treasure, I'm likely to try and commission a scroll. By second level, I'm likely to go for <strong>sleep</strong> and a utility spell (e.g. <strong>Tenser's floating disc</strong>, <strong>spider climb</strong>, <strong>hold portal</strong>, and <strong>detect magic</strong> are all likely candidates), and at least one scroll with a powerful combat spell (sleep, web, etc).</p><p></p><p>I try to keep my magic user out of combat. With <strong>charmed</strong> men-at-arms, I still get to enjoy combat, though. And I might throw darts or daggers; I'm not *that* inferior with missiles -- only 5% different from a Fighter, at these levels, and I might have a Dex bonus. Also, I can throw two daggers or three darts. I also like flaming oil. </p><p></p><p>I'm working towards the goal of 5th level of course, when my arcane power and studies really start to pay off... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 4504993, member: 20854"] Oh, yes. I think that quite a few of the rules added to D&D in AD&D were added with the intent of making things difficult for the magic user. Rules allowing the magic user to lose his spell even when he wins initiative rank way up there. [b]Sleep[/b] is definitely the nuclear warhead for the low-level magic user. Calling it "the only spell worth preparing" is hyperbole, but not by much. That's a good description of how I run low-level magic users. I tend to memorize [b]charm person[/b], first, and use it in town. I try to find some men-at-arms to influence and bind to me. Even while they're [b]charmed[/b], I treat them very well, hoping to keep their loyalty when the magical influence wanes. For the dungeon, I memorize [b]sleep[/b], and I try to find scrolls (or wands!), and if I gain much treasure, I'm likely to try and commission a scroll. By second level, I'm likely to go for [b]sleep[/b] and a utility spell (e.g. [b]Tenser's floating disc[/b], [b]spider climb[/b], [b]hold portal[/b], and [b]detect magic[/b] are all likely candidates), and at least one scroll with a powerful combat spell (sleep, web, etc). I try to keep my magic user out of combat. With [b]charmed[/b] men-at-arms, I still get to enjoy combat, though. And I might throw darts or daggers; I'm not *that* inferior with missiles -- only 5% different from a Fighter, at these levels, and I might have a Dex bonus. Also, I can throw two daggers or three darts. I also like flaming oil. I'm working towards the goal of 5th level of course, when my arcane power and studies really start to pay off... :) [/QUOTE]
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