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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Revised and Rebalanced Magic-User for 1e AD&D
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<blockquote data-quote="Celebrim" data-source="post: 9885953" data-attributes="member: 4937"><p>You are noticing one of the big things for sure. By cutting the preparation time by 1/5th, how long it takes to prep your spells doesn't really start to get impactful to 14th level or so.</p><p></p><p>There is considerable power boost, but only before 7th level. There is not a significant boost in spells known, but there is a considerable boost in number of spells per day for low level characters. I'm actually using basically the RAW 1e process for determining spells known, using only a slight variation in the procedure outlined if "you think your campaign particularly hard"; which I do. While you are still mostly a bad dart thrower, at least you will feel like a M-U.</p><p></p><p>There is actually in fact a subtle nerf in spells known. Intelligence 19 is not sufficient (and basically no mortal intelligence is) to know "all spells". This is important once more spells are published than those that appeared in the Player's Handbook. The minimum spells language has also been updated to clarify the situation in campaigns that assume more spells exist than in the Player's Handbook (say the Unearthed Arcana).</p><p></p><p>As for as the "strict process" this is pretty much the process that I used in 3e as well.</p><p></p><p>You still won't survive. I've not really addressed the fact that the class cannot make it to high level unless the GM is using heavily padded kid's gloves, but at least the part before you die to random bad luck won't feel so miserable. You also get a new job under these rules (through a couple of the other rules I've been outlining as part of this series) as the party "appraiser", that is, "Hey nerd, is this junk worth anything?" So maybe you have some utility to the party beyond occasional crowd control and chucking a few darts when there is something not in melee and also not eating your face.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9885953, member: 4937"] You are noticing one of the big things for sure. By cutting the preparation time by 1/5th, how long it takes to prep your spells doesn't really start to get impactful to 14th level or so. There is considerable power boost, but only before 7th level. There is not a significant boost in spells known, but there is a considerable boost in number of spells per day for low level characters. I'm actually using basically the RAW 1e process for determining spells known, using only a slight variation in the procedure outlined if "you think your campaign particularly hard"; which I do. While you are still mostly a bad dart thrower, at least you will feel like a M-U. There is actually in fact a subtle nerf in spells known. Intelligence 19 is not sufficient (and basically no mortal intelligence is) to know "all spells". This is important once more spells are published than those that appeared in the Player's Handbook. The minimum spells language has also been updated to clarify the situation in campaigns that assume more spells exist than in the Player's Handbook (say the Unearthed Arcana). As for as the "strict process" this is pretty much the process that I used in 3e as well. You still won't survive. I've not really addressed the fact that the class cannot make it to high level unless the GM is using heavily padded kid's gloves, but at least the part before you die to random bad luck won't feel so miserable. You also get a new job under these rules (through a couple of the other rules I've been outlining as part of this series) as the party "appraiser", that is, "Hey nerd, is this junk worth anything?" So maybe you have some utility to the party beyond occasional crowd control and chucking a few darts when there is something not in melee and also not eating your face. [/QUOTE]
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Revised and Rebalanced Magic-User for 1e AD&D
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