This "resting at 9:05 AM" business

I'll preface this by saying that even stuff that's coming from Wizards right now seems pretty much in the, "Here's what we're looking at doing but it may change" camp, so I maintain that it's premature to spazz. :)

I do feel a certain weird niggling need to respond to a pair of statements made.

"Or they could plan for their "useless"ness and compensate for it in by being useful in other ways other ways like 1) making contacts, aka role playing, 2) working with their backstory, aka role playing, 3) investigate some leads, aka using their knowledge skills and role playing or etc. Just because their class skills aren't useful doesn't mean that they are useless."

-- Useless was a poor choice of words on my part. I'll be more precise; ignoring your seemingly pointed attempts to accuse me of poor role playing. ;)

The accepted role of a wizard in an adventuring party is that of dealing damage through magic, with secondary roles of arcane "buffing" and "utility." This is not to imply that these functions are all wizards are capable of...it IS to imply that these are the activities with which a wizard is most likely to be called upon to perform in the course of adventuring. When a wizard is no longer capable of performing these functions, their ability to perform their role is significantly, almost entirely, impaired. That is what I meant by 'useless.'

I don't generally expect mechanics to involve themselves with roleplaying, to be honest. Role playing doesn't usually have, nor require, rules. It's about dialogue, and story, and other things that aren't governed by dice (though may be influenced by them). As such, anything I say with regards to the mechanics of the game pretty much automatically excludes pure roleplaying concerns. If a game doesn't involve combat, it doesn't MATTER how many spells a wizard can cast, or how he gets them back. Thus, I confine my observations to the tactical game, in which I can safely say that a wizard who has exhausted his spells for the day, is (statistical anomalies that nevertheless make entertaining anecdotes aside) pretty much useless. :)

"Ummm 9 levels of magic is a bedrock system for how many editions now?!? All of them?"

-- So? Note that I said a new edition is an opportunity to learn from previous editions -without being limited to them-. I see the 9 levels of magic as a potential shackle in this case, which is being discarded in favor of a more open design.

That doesn't mean it definitely won't suck. It very well might. But I approve of the concept of not feeling that they HAVE to retain it just because it was there before.
 

log in or register to remove this ad

My own opinion is that wands and potions and scrolls, being expendable magic items, are more viable as treasure at low levels than permanent magic items. As a result, I give these items out more often.

I also expect the party to USE the scrolls, wands, and potions I give out, just as I also have the monsters use the wands and other magic items when possible.

Partially charged wands also "cost" less, and are more "acceptable" in terms of "wealth", too.
 

There are a couple of interlocking issues here.

The first is, D&D has always provided the players with all sorts of ways to safely rest (or retreat & rest) when in dangerous places. It starts pretty early with rope trick and gets progressively worse from there (teleport, word of recall, magnificent mansion, daern's instant fortress, etc.). Once the PCs have teleport you can only prevent them from stopping to rest by applying time pressures or relying on gimmicks ("Hey guess what? This dungeon ALSO has a permanent 20th-level-caster forbiddance, just like every single other place you've been in since 9th level!").

The other issue, while it may be memorable to come out on top when all the chips are down, it's also a good recipe for losing your character. And most players avoid those sorts of situations at all costs. What's in it for the wizard to keep going when he's out of spells? Not much. What's in it for the party to keep going when they're effectively down a member? Players will act in their own self-interest and seek to keep their characters alive, which means retreating to recover resources when they are spent. Again, you can try to put a stop to that, but the game doesn't make it easy for you (see above point).
 


Tarek said:
My own opinion is that wands and potions and scrolls, being expendable magic items, are more viable as treasure at low levels than permanent magic items. As a result, I give these items out more often.

I also expect the party to USE the scrolls, wands, and potions I give out, just as I also have the monsters use the wands and other magic items when possible.

Partially charged wands also "cost" less, and are more "acceptable" in terms of "wealth", too.

That is how my group played when I was younger, and that's how I DM even my groups today. At low levels a Wand of ... was part of the treasure, if all the party finds are magic weapons that only 'fighters' can use then that DM is not rewarding the party as a whole but only the 'fighters' and IMO poor gaming/rewarding.

Even at low level encounters, which we are talking about because Wizards have few spells, should at sometime contain something or someone equiped with a magical device- this is a fantasy game afterall. A Kobold (or example humanoid) sorcerer(or spell caster) should have a scroll or wand or something. Should said humanoid use it, yes if the encounter calls for it but there may not be time for them to do so. If the party wins (kills the spell caster) then treasure for the party especially for the Wizard.

IME we had plenty of magic items to go around, obviously it is different gaming styles and tastes in our experiences. It seems that after reading how a lot of people didn't have fun with their low level Wizards, ect regardless of edition that I enjoyed my gaming more then they.
 

Shayuri said:
-- Useless was a poor choice of words on my part. I'll be more precise; ignoring your seemingly pointed attempts to accuse me of poor role playing. ;)
I wasn't trying to accuse you of poor role playing, simply displaying my own prejudice about the word "useless". I've gamed with people in the past that lacked imagination. If the rules don't stipulate that they can't do something, they don't do anything but sit back and complain that they are "useless." Meanwhile, I'm there thinking (because I'm tired of suggesting and having it ignored) that they should try this thing or that thing. Fighters might not be the best social characters, but they can outwit a barbarian and can connect with them on a level that wizards can't. Wizards out of spells can still connect with an aristocrat and make high society connections then the most socially adept rogue that was raised on the streets can.

I don't believe that every character must shine all the time. I believe that every character should get their moment to shine and its the DM's job to make sure that everyone gets their time in the sun. 100 1st level NPCs in a tight formation are coming at you, wizard fireballs them. Climactic duel with a blackguard in SR armor, Fighter's time to shine.
 

Fair enough, Dmccoy, I apologize for misunderstanding (and subsequently misrepresenting) you.

I can see the point you're trying to make. I just don't think I agree.

Given the choice between the "wizard having his day" and the "the fighter having his day" on one hand, and "everyone having the same days at the same time," I think I'm leaning towards the second option.

I've played warriors, and I've played wizards (along with their sorcerous and psionic brethren), and each has some pitfalls. Now, one solution is to look at them, say, "Well, they both have good points and bad, and those points roughly cancel out...so they're balanced, and all's well!" and leave it at that. The other way is, "Lets see if we can't smooth out the playing experience for both wizards and warriors, so that both can have as much fun as the other in as many situations as possible."

That, of course, also means trying to keep them in relative balance, so it's not like I'm advocating making wizards (or warriors) godlike beings with no weaknesses. I'm just saying that if you CAN make it so the wizard -and- the warrior are useful for every battle, instead of just certain kinds of battle, why not do it?
 

On wands: a "1st level dungeon" (ie one in which the characters are expected to rise to 2nd level) will have 13 encounters at CR1. Each of thsoe encounters should net an average of 300 gp. That is a total of 3900 gp. It is not unreasonable to assume that a 750 gp wand (or a 375 gp half charged wand, even) would be available somewhere therein.

On scrolls: PC spellcasters get access to scribe scroll for a reason.

On the role of the wizard: if all you are doing during the day, yes, the low level wizard is a loadstone on the back of the rest of the party. But, really, what is the point of playing a role-playing game like D&D if all you are going to engage in is combat. this is my problem with the "re-balancing" of 3.5 and the things we have seen about 4e -- it is all about combat. hell, even social encounters are "combat" now. Only combat capability matters as far as "balance" goes, which means that only combat matters as far as "adventures" go. they turned the dungeon -- and adventuring environment -- into an arena in the Design and Development article.

Basically, the way I se eit is that if the PCs are adventurers and explorers, they are going to plan well, prepare well, and take things at a pace that allows them the best chances of success. they are going to go into the unknown and, yes, they are going to have to fight the things that live there, but they are also going to discover things, have to solve puzzles, and produce maps and journals of their adventures. These things seem to have been forgotten not just by D&D, but, judging by many of the responses in this thread and others, by the people that play the game too.

Which is fine and all. i'll play my way, you play yours. But it is also why I am running 1E instead of getting all cranked about 4E. The things I have heard about 4E have reminded me what I really like about D&D, and 4E ain't it.

Especially in regards to the resource management and exploration aspects of the game.
 

dmccoy1693 said:
Or they could plan for their "useless"ness and compensate for it in by being useful in other ways other ways like 1) making contacts, aka role playing, 2) working with their backstory, aka role playing, 3) investigate some leads, aka using their knowledge skills and role playing or etc. Just because their class skills aren't useful doesn't mean that they are useless.

... And the difference between a wizard being capable of this and a Fighter being capable of this are ...?
 

Whizbang Dustyboots said:
You left out "I have smart players who prepare, that's all," saying, in other words, that players who have this problem aren't smart and don't prepare. Yeah, that's insulting, sir dude.

No, he's saying he has smart players who prepare, I should know I'm one of them. :)

There should be a little down time after combat, It's part of the pacing, Bodies have to be looted, Items have to be magic-detected, rooms have to be searched for secret thingamabobs. I cant see a party just running between encounters willy nilly.

We've never, (And I mean NEVER) shot ourselves completely out in the first two or three encounters, even at first level.

That being said we have had to stop for the night in the middle of an adventure and rest, Even in a dungeon. And this was a staple from our AD&D days, find a reasonably defensible room with a few exits, Spike the doors closed, (What do you THINK those iron spikes were for???) and set watches. ALWAYS set watches. (back in the days where everyone carried rope, iron spikes and a 10 foot pole!)
 

Remove ads

Top