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Three Things that can't be Fixed in 1e AD&D
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<blockquote data-quote="Voadam" data-source="post: 9884792" data-attributes="member: 2209"><p>If you had the choice because you had the spell in your spellbook and made your percentage learn check to be able to prepare it.</p><p></p><p>Similar to GURPS Magic. A big explicit rules use of wands and staves was extending your reach in combat beyond your fingertip in their highly granulated three foot grid combat.</p><p></p><p>Did you house rule staves to be reach weapons?</p><p></p><p>Rolling anything but Sleep, MM, or Charm Person as your starting offensive spells is a decently big incentive to go with darts and daggers and save your spells for defense or utility. It doesn't hurt that MUs are most competitive on THAC0 at level 1 (equal to everybody but the fighter).</p><p></p><p>1e DMG page 39:</p><p></p><p>Returning to the recently-completed apprenticeship, let us now consider the</p><p>spells given to Redouleent by his wise old master. Obviously, an apprentice must</p><p>know how to read magic to be of use to his master. It is also an absolute must</p><p>to anyone following the profession of magic-user, so that spell is</p><p>AUTOMATICALLY on each magic-user character’s list of known spells. Then</p><p>select by random means one spell each from the offensive, defensive, and</p><p>miscellaneous categories listed below. Redouleent, or any other player character</p><p>magic-user will then have a total of 4 — count them — 4 spells with which to</p><p>seek his (or her) fortune!</p><p>Offensive Spells Defensive Spells Misc. Spells</p><p>1. Burning Hands Affect Normal Fires Comprehend Languages</p><p>2. Charm Person Dancing Lights Detect Magic</p><p>3. Enlarge Feather Fall Erase</p><p>4. Friends Hold Portal Find Familiar</p><p>5. Light Jump Identify</p><p>6. Magic Missile Protection From Evil Mending</p><p>7. Push Shield Message</p><p>8. Shocking Grasp Spider Climb Unseen Servant</p><p>9. Sleep Ventriloquism Write</p><p>0. (choose) (choose) (choose)</p><p>Choice should be left to the player. Note that both Nystul’s Magic Aura and</p><p>Tenser’s Floating Disc must be located by the character; they can never be</p><p>known at the start. If your campaign is particularly difficult, you may wish to</p><p>allow choice automatically. You can furthermore allow an extra defensive or</p><p>miscellaneous spell, so that the character begins with 5 spells.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9884792, member: 2209"] If you had the choice because you had the spell in your spellbook and made your percentage learn check to be able to prepare it. Similar to GURPS Magic. A big explicit rules use of wands and staves was extending your reach in combat beyond your fingertip in their highly granulated three foot grid combat. Did you house rule staves to be reach weapons? Rolling anything but Sleep, MM, or Charm Person as your starting offensive spells is a decently big incentive to go with darts and daggers and save your spells for defense or utility. It doesn't hurt that MUs are most competitive on THAC0 at level 1 (equal to everybody but the fighter). 1e DMG page 39: Returning to the recently-completed apprenticeship, let us now consider the spells given to Redouleent by his wise old master. Obviously, an apprentice must know how to read magic to be of use to his master. It is also an absolute must to anyone following the profession of magic-user, so that spell is AUTOMATICALLY on each magic-user character’s list of known spells. Then select by random means one spell each from the offensive, defensive, and miscellaneous categories listed below. Redouleent, or any other player character magic-user will then have a total of 4 — count them — 4 spells with which to seek his (or her) fortune! Offensive Spells Defensive Spells Misc. Spells 1. Burning Hands Affect Normal Fires Comprehend Languages 2. Charm Person Dancing Lights Detect Magic 3. Enlarge Feather Fall Erase 4. Friends Hold Portal Find Familiar 5. Light Jump Identify 6. Magic Missile Protection From Evil Mending 7. Push Shield Message 8. Shocking Grasp Spider Climb Unseen Servant 9. Sleep Ventriloquism Write 0. (choose) (choose) (choose) Choice should be left to the player. Note that both Nystul’s Magic Aura and Tenser’s Floating Disc must be located by the character; they can never be known at the start. If your campaign is particularly difficult, you may wish to allow choice automatically. You can furthermore allow an extra defensive or miscellaneous spell, so that the character begins with 5 spells. [/QUOTE]
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