Laurana did not have gender level limits. She had racial level limits, as an elven fighter (until 3rd edition, of course.)
I simplified the situation with Raistlin to make my point. That complicated something called Roleplaying comes heavily into play with Raistlin (as it does with most D&D games and books based on D&D.) But roleplaying is a different topic, incredibly complicated, and I am unable to address it here (helpless look) except as how it relates to the More issue.
The More issue, leads to roleplaying. It isn't, by any means, the only thing that leads to roleplaying - there are a hundred things that lead to roleplaying. The More issue, is one of those many things.
My character wants More? Ok, how does she go about getting More? How does she stand up under crisis, how does she cope when the chips are down? How ruthless is she about getting More? And so on.
Alignment is thus brought into play, in it's basic form. At least, that's my take: in it's most basic form, alignment roughly defines how your character goes about getting the More.
Raistlin was neutral, then turned chaotic evil. He was willing to go after the More by any means necessary. Period. If that meant killing Caramon, his own brother, then so be it. If it meant killing a certain gnome with a Fireball, then so be it.
So, we have a game that demands (because your character starts with close to Nothing, or pretty much Nothing) that your character seeks the More.
Then, how your character goes about this, defines her alignment.
How your character goes about seeking the More, plays a part in the roleplaying aspect of the game.
-
You have said that Raistlin dies in most actual games played, involving him in the DL adventure series, as opposed to the books where he survived.
I don't doubt you. He should die most of the time. The odds are stacked against him. Even the protection of Caramon is not enough.
Raistlin is a *wizard*, and like all wizards, he starts with basically Nothing. The odds against wizards are ... (shrugs) ... just very long odds, that's all (just as they are with the hapless monk.) You wouldn't expect someone, where the odds are all against them, to survive. That's a truism. (Like a d6: If you must roll a 6 for your character to survive, and a 1 through 5 means she dies, then it is most likely that ... she dies!)
If the entire party - Goldmoon and Riverwind, Flint and Tasslehoff, Sturm and Tanis, Laurana and Tika, Elistan and Goldmoon, and the others, close ranks to protect Raistlin, he *still* is likely to die.
Even if the person playing Raistlin plays him very cleverly and intelligently, and the party protects him, he is still likely to die.
Such was the lot of the single classed wizard. She (or he, in the case of Raistlin) faced long odds. It was just that simple. The Founders of D&D made it that way. The authors of Dragonlance allowed Raistlin to survive in the books, but that does not mean he would be so lucky in actual games.
*Consider* that. Consider an important consequence of this imbalance, the fact of the long odds against the wizard.
*Some* people chose to play wizards *anyways*, in spite of the nearly hopeless situation facing them. (As opposed to monks - everyone I saw try to play monks, gave up in the end.)
*The people who chose to play wizards* took on an attitude. The reality of the wizard reinforced this attitude. Those who refused to adopt this attitude ended up with dead characters or switched to other classes. Those who retained the attitude, got their wizard characters to high levels (sometimes.)
This attitude was militant, aggressive, and ruthless. It wasn't necessarily evil, or even neutral, ala alignment, but it *was* very much about getting the More.
Raistlin is an example of this attitude taken to the extreme, but there are many famous examples of NPCs with militant attitudes, even good NPCs, and as go NPCs, I'm guessing, so go the PCs. (A militant white wizard, for example.)
This militant attitude, is inherently upsetting to Balance. Taken to extremes, it is gamebreaking. The player is not at fault, though. It is the game that encouraged him or her to play in this style to start with!
The enigma of D&D, once more. (To a lesser extent, true of all the classes, as others have pointed out.)
For example, there was a gamebreaking spell called Gemidan's Paralytic Missile, 2nd level, released in the 2nd Edition Waterdeep, City of Splendors, boxed set.
Now, if I was a wizard of 3rd level, with 1 2nd level spell and 2 1st level spells available, an AC of 8 (12, 3E), THAC0 20 (BAB +0, 3E), 1 attack per round, no weapons worth mentioning, 5 hit points, no magical items (or any real hope of getting any) and an extremely good chance of DYING the very next encounter (as with each and every encounter!) then I'd leap at that spell. Why not?!
The spell in question, auto-paralyzes opponents, who are allowed a save ... for half duration. Or, in short, an Autokill Spell worthy of the 7th level Power Word Stun, at 2nd level. A gamebreaker.
Yet, if I were that wizard, I'd leap at that spell. Why not? Why not grab every advantage I could get? Why not employ every ruthless, nasty, vile, gamebreaking tactic I could?
The game is set up against me anyways. The game odds say my character dies. The game, itself, is demanding I grab that gamebreaking spell ... demanding I ... literally ... BREAK the game! I win by ... breaking the game!! That's HOW I win, as a wizard ... by breaking the game!!
I overturn the odds, overturn the rules, overturn the game, and I ... win! The game ITSELF is demanding I do this!!
If I believe in Balance, and I - the wizard player - call the spell out for the gamebreaker it is, and the DM shelves it and grants me a lesser spell in it's place, I've just greatly increased the chances that my character dies. Since those chances were great anyways, I've made a bad situation worse.
If I am reasonable, if I want balance, if I want fairness, I'm going to end up with a dead wizard!
Only by seizing that spell, seizing each and every opportunity, nefariously plotting and planning, using every bit of cleverness and ruthlessness I've got, can I beat the odds, overthrow the realities the game is throwing at me, and make it to mid level.
-
And so, we've had 30 years of uproar, debate, argument, discussion, about this issue. We've never really found an answer.
OD&D framed the wizard's situation. 1E qualified it. 2E continued it. 3E also continued it. 4E? 4E has no wizard in the Vancian sense, but no game is going to make everything perfectly fair. And even if the game could, who says the players will think it so?
The wizard knows that she is in an unfair situation. She accepts this, and goes about turning the tables on the situation.
Any character can assume this attitude, in any game. And they will. Things are never fair. And even if they were, nobody would believe it.
30 years ago, this issue was on the table before us, as kids. It is still around now, facing us Old Timers. It will be around 30 years from now, too (regardless of what edition of the game we're at, or what they call the wizard at that point.)
Enigma. I'll say it again. It's an enigma. The desire for More helps make the game, but also destroys it. Enigma. And nowhere more so, than with the wizard (the monk might put in a protest here, but what chance did that poor fellow ever have? ...)
We'll go on wrestling with the enigma, for as long as we play Dungeons and Dragons and other roleplaying games (for if it's not the wizard, it will be all the other classes instead.)
(muses)
Enigma indeed.
Edena_of_Neith