Sick of Magic Missile


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ForceUser said:
I'm all for resource management, but that's too extreme. Even first-level adventurers have more than a single encounter per day. I'd hate to be the 1st-level wizard in those editions, choosing to abstain from participating in the fun until a single moment, and then being unable to participate in the fun for the remainer of the day thereafter. A 1st-level 3E wizard specialist can usually cast, what, 4 0-level and 3 1st-level spells per day? That's a much more interesting exercise in resouces management, to me.


you need to read Scott Peck's Book "The Road Less Traveled". it talks all about what was important.


he just died. Sept 27, 2005.
 

diaglo said:
you need to read Scott Peck's Book "The Road Less Traveled". it talks all about what was important.


he just died. Sept 27, 2005.
My condolences on the death of this person you valued. What's the book about? How is it relevant to a minor quibble over gaming preferences?
 

ForceUser said:
My condolences on the death of this person you valued. What's the book about? How is it relevant to a minor quibble over gaming preferences?

read it back in 1980. it was very good at self help.

it talks about delayed gratification. and putting things into perspective for yourself.

most of the M-Us back in my campaign avoided MM. they took things like identify or detect magic or hold portal instead.
 

diaglo said:
it talks about delayed gratification. and putting things into perspective for yourself.
Ah. Well, it is my opinion that delayed gratification can be a powerful and useful tool for success in everyday life, but is needless masochism in gaming. Gaming is about having fun--not five years from now when my character finally becomes powerful, but right now in the moment in which I'm playing. I want fun right now for myself and for every player at my table, and a single spell per day in your standard D&D game just doesn't sound fun to me. YMMV.
 

For Sorcs at least, Magic missile is a SUB-OPTIMAL choice until around lvl 5+... a starting Sorc who takes MM is showing his/her/it's noobness. At lvls 1-4 its all about Colorspray. Colorspray, Sleep, and Ray of Enfeeblement are all much better at those low levels. d4+1 dmg? 2d4+2 dmg? Pfft, drop that sucker unconcious so the party rogue (or tank) can off 'em.

At higher levels, MM is still nothing compared to the Might of a Lightning Bolt or Fireball.
If the worst your 6 and 7th level casters are dropping your monsters is MM, count your blessing... they could (and should... alas, they will learn!) be doing *much* worse. Unless your DM is fond of dropping Incorporeal monsters on your party before 4+ (:glares at Forceuser:)... MM isn't all that. Don't get me wrong, MM is an awesome spell... however, methinks ye doth protest too much.
 

ForceUser said:
I'm all for resource management, but that's too extreme. Even first-level adventurers have more than a single encounter per day. I'd hate to be the 1st-level wizard in those editions, choosing to abstain from participating in the fun until a single moment, and then being unable to participate in the fun for the remainer of the day thereafter. A 1st-level 3E wizard specialist can usually cast, what, 4 0-level and 3 1st-level spells per day? That's a much more interesting exercise in resouces management, to me.

In 1E, though, all characters pretty much had the same chance to hit at 1st level. So a wizard with a sling or darts was just as effective as a fighter with a sling or darts. So doing 1d4+1 once was nice, but you'd probably be using weapons for combat. The sleep spell was probably the most powerful, as it could result in multiple deaths virtually instantly.
 

Numion said:
Caster level 1 wand of magic missile: 750 gp => 15 gp per charge
Caster level 5 wand of magic missile: 3750 gp => 75 gp per charge
Caster level 9 wand of magic missile: 6750 gp => 135 gp per charge

I really don't see the problem here. If you charged those amounts from a fighter for swinging his sword ..

Neither does a wizard get charged for swinging his sword/staff/whatever.
 

Numion said:
Caster level 1 wand of magic missile: 750 gp => 15 gp per charge
Caster level 5 wand of magic missile: 3750 gp => 75 gp per charge
Caster level 9 wand of magic missile: 6750 gp => 135 gp per charge

so how does a wizard craft a wand at caster level 1?

i thought craft wand was a caster lvl 5 feat. does he unlearn what he knows so it costs him less yet still keep the ability to make the item?
 

diaglo said:
so how does a wizard craft a wand at caster level 1?

i thought craft wand was a caster lvl 5 feat. does he unlearn what he knows so it costs him less yet still keep the ability to make the item?

He doesn't have to "unlearn" anything. A crafter can set the power of a magic item (i.e. caster level) anywhere from the minimum required for the spell up to a maximum of his own caster level.
 

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