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REALLY What Was So Bad About 2nd Edition?
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<blockquote data-quote="7thlvlDM" data-source="post: 209931" data-attributes="member: 1081"><p>Yes, I agree that preparation time is a big factor, but unless you spend your entire life in a dungeon crawl (not saying that's bad, but unless you do) Wizards will have the time. The ability to create scrolls and wands also eases this requirement. Also, what you are arguing is class balance purely from a combat perspective. Wizards can fly, wizards can turn invisible, wizards can open any door, and if there happens to be one that they can't, they can always walk through the walls.</p><p></p><p>I don't agree that having access to most spells is difficult. The fact that wizards can copy spells from each others' books, and that they can buy scrolls to copy makes it rather easy IMO.</p><p></p><p></p><p></p><p>There weren't solid rules for creating magical items in 2e. The DMG suggested requiring the wizard to acquire the last breath of a dying man, the tear of a crocodile, etc., and forge it on Mt. Doom! Creating magical items in 3e is *much* easier.</p><p></p><p></p><p></p><p>All these issues affect balance. You can talk about balance at the class level, at the feat level, at the ability score level, etc. Something is out of balance if it is so weak that no one would ever select it in favor of other choices, or so strong that everyone selects it (thus devaluating other options). Unless there is balance, variety is a waste of paper. And why restrict ourselves to the core rules? I think anything that WotC puts out should be </p><p>*balanced*.</p><p></p><p></p><p></p><p>My beef isn't with magic missile, it's with shocking grasp. What were they thinking? With burning hands you can hit multiple targets, don't have to get as close, and don't have to make a touch attack roll!</p><p></p><p></p><p></p><p>I don't know about that, but I agree it's better than previous editions, and I like it enough to use it <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><p></p><p>-7th</p></blockquote><p></p>
[QUOTE="7thlvlDM, post: 209931, member: 1081"] Yes, I agree that preparation time is a big factor, but unless you spend your entire life in a dungeon crawl (not saying that's bad, but unless you do) Wizards will have the time. The ability to create scrolls and wands also eases this requirement. Also, what you are arguing is class balance purely from a combat perspective. Wizards can fly, wizards can turn invisible, wizards can open any door, and if there happens to be one that they can't, they can always walk through the walls. I don't agree that having access to most spells is difficult. The fact that wizards can copy spells from each others' books, and that they can buy scrolls to copy makes it rather easy IMO. [B][/B] There weren't solid rules for creating magical items in 2e. The DMG suggested requiring the wizard to acquire the last breath of a dying man, the tear of a crocodile, etc., and forge it on Mt. Doom! Creating magical items in 3e is *much* easier. [B][/B] All these issues affect balance. You can talk about balance at the class level, at the feat level, at the ability score level, etc. Something is out of balance if it is so weak that no one would ever select it in favor of other choices, or so strong that everyone selects it (thus devaluating other options). Unless there is balance, variety is a waste of paper. And why restrict ourselves to the core rules? I think anything that WotC puts out should be *balanced*. [B][/B] My beef isn't with magic missile, it's with shocking grasp. What were they thinking? With burning hands you can hit multiple targets, don't have to get as close, and don't have to make a touch attack roll! [B][/B] I don't know about that, but I agree it's better than previous editions, and I like it enough to use it :) -7th [/QUOTE]
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