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<blockquote data-quote="Hussar" data-source="post: 5384347" data-attributes="member: 22779"><p>I thought clerics got 7th level spells at 13th in 1e. And Grand Druid is a Unearth Arcana thing. Going straight 1e, that 14th level druid is pretty singular. Maybe not one per world like the 15th level guy, but, certainly pretty unique. The definition was pretty vague as to how many Great Druids there were floating around.</p><p></p><p>Sure, the fighter is useful to have. I'm not saying he's useless. My point is that he's hardly legendary. He gets to be a better punching bag and that's about it. It's not about how many times per day someone can do something. It's about being able to do something at all.</p><p></p><p>There's a point to remember about saving throws though. All those rings/cloaks of protection that the party picks up are pretty much useless to the fighter, because he's going to have magic armor most likely. So, IME, it's the rogue and the wizard who get first shot at those. A single ring of protection +3 (at higher levels, this is not really unreasonable, particularly if you play modules) puts wizards well ahead on saving throws. Again, IME, it was the wizards who had the best saves in the group because they got first shot at any of the defensive magic items that they could wear - Bracers, rings/cloaks of protection, that sort of thing.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5384347, member: 22779"] I thought clerics got 7th level spells at 13th in 1e. And Grand Druid is a Unearth Arcana thing. Going straight 1e, that 14th level druid is pretty singular. Maybe not one per world like the 15th level guy, but, certainly pretty unique. The definition was pretty vague as to how many Great Druids there were floating around. Sure, the fighter is useful to have. I'm not saying he's useless. My point is that he's hardly legendary. He gets to be a better punching bag and that's about it. It's not about how many times per day someone can do something. It's about being able to do something at all. There's a point to remember about saving throws though. All those rings/cloaks of protection that the party picks up are pretty much useless to the fighter, because he's going to have magic armor most likely. So, IME, it's the rogue and the wizard who get first shot at those. A single ring of protection +3 (at higher levels, this is not really unreasonable, particularly if you play modules) puts wizards well ahead on saving throws. Again, IME, it was the wizards who had the best saves in the group because they got first shot at any of the defensive magic items that they could wear - Bracers, rings/cloaks of protection, that sort of thing. [/QUOTE]
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