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Spellcasting Using the Recharge Mechanic
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<blockquote data-quote="Voadam" data-source="post: 8863567" data-attributes="member: 2209"><p>In 1e there was sort of a flip in caster style as they progressed. At low levels they were a weak person with either really strategic per day spells (sleep) or they could even have no really useful combat spells at all. They avoided melee and sometimes poorly threw small things (daggers, darts, flask of oil). As they advanced their spell resources improved so they could cast more in combat, and usually at some point they got something like a 100 charge wand to use magic every combat round. There was a flip point where high level magic users became really powerful with a lot of resources nobody else could really match in or out of combat.</p><p></p><p>This system seems to aim to turn the wizard/sorcerer/warlock into the low level OSR MU model across all levels. In 5e wands and such do not seem designed to take over the same combat magic spamming role that they had in mid-high level AD&D since they have fewer charges (though with the built in recharge feature). In a mid to high level combat it looks to me like a sorcerer might expect to get off his first spell definitely, then probably one or two more over a five round combat (with about one in six combats being one spell only because of a 1 on the recharge roll before recharging).</p></blockquote><p></p>
[QUOTE="Voadam, post: 8863567, member: 2209"] In 1e there was sort of a flip in caster style as they progressed. At low levels they were a weak person with either really strategic per day spells (sleep) or they could even have no really useful combat spells at all. They avoided melee and sometimes poorly threw small things (daggers, darts, flask of oil). As they advanced their spell resources improved so they could cast more in combat, and usually at some point they got something like a 100 charge wand to use magic every combat round. There was a flip point where high level magic users became really powerful with a lot of resources nobody else could really match in or out of combat. This system seems to aim to turn the wizard/sorcerer/warlock into the low level OSR MU model across all levels. In 5e wands and such do not seem designed to take over the same combat magic spamming role that they had in mid-high level AD&D since they have fewer charges (though with the built in recharge feature). In a mid to high level combat it looks to me like a sorcerer might expect to get off his first spell definitely, then probably one or two more over a five round combat (with about one in six combats being one spell only because of a 1 on the recharge roll before recharging). [/QUOTE]
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