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<blockquote data-quote="Ariosto" data-source="post: 5552846" data-attributes="member: 80487"><p>In OD&D and 1st ed. AD&D, this is basically what happens to magic-users.</p><p></p><p>Versus other magic-users, the ability to dish out hurt increases more rapidly than the ability to take it (especially from 11th level on, with another jump from 16th in OD&D or 21st in AD&D).</p><p></p><p>Monsters and other characters also gain hit points and chances to hit in armed combat more rapidly, while the m-u's chances of landing a spell against them keep declining.</p><p></p><p>That, however, is an exception to the general rule and offset by the m-u's ever increasing versatility. The class is a gamble, but when it pays off the figure can -- in combination with other types, and played with intelligence -- minimize the risk of direct confrontation that is so deadly for it. </p><p></p><p>(It's still pretty crazy at levels at which your rivals have the likes of <u>clone</u>, <u>imprisonment</u>, <u>power word - kill</u> and <u>wish</u> in ample supply.)</p><p></p><p>Overall, the rule of getting more hit points and better saves reduces mortality by giving on average more chances to notice and get out of an unfavorable situation. I think this is highly desirable in a game that combines</p><p></p><p>-- a focus on very often doing potentially deadly things with characters (such as getting into fights)</p><p>-- with a focus as well on long term character development.</p><p></p><p>The scope is increased by the growing availability of risks that are even more manageable because they entail opposition of <em>lower</em> levels. An 8th-level 'superhero' can fairly reliably cut down and put to flight platoons of normal men en route to a showdown with the E.H.P..</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5552846, member: 80487"] In OD&D and 1st ed. AD&D, this is basically what happens to magic-users. Versus other magic-users, the ability to dish out hurt increases more rapidly than the ability to take it (especially from 11th level on, with another jump from 16th in OD&D or 21st in AD&D). Monsters and other characters also gain hit points and chances to hit in armed combat more rapidly, while the m-u's chances of landing a spell against them keep declining. That, however, is an exception to the general rule and offset by the m-u's ever increasing versatility. The class is a gamble, but when it pays off the figure can -- in combination with other types, and played with intelligence -- minimize the risk of direct confrontation that is so deadly for it. (It's still pretty crazy at levels at which your rivals have the likes of [U]clone[/U], [U]imprisonment[/U], [U]power word - kill[/U] and [U]wish[/U] in ample supply.) Overall, the rule of getting more hit points and better saves reduces mortality by giving on average more chances to notice and get out of an unfavorable situation. I think this is highly desirable in a game that combines -- a focus on very often doing potentially deadly things with characters (such as getting into fights) -- with a focus as well on long term character development. The scope is increased by the growing availability of risks that are even more manageable because they entail opposition of [I]lower[/I] levels. An 8th-level 'superhero' can fairly reliably cut down and put to flight platoons of normal men en route to a showdown with the E.H.P.. [/QUOTE]
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