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Wait, what? (Spell memorization in 2nd ed AD&D)
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<blockquote data-quote="Ace" data-source="post: 8086069" data-attributes="member: 944"><p>I would not do that myself. IME the usual result of lowering caster power without making it overall a much lower magic world is players call it quits even faster.</p><p></p><p>And note this is sound behavior. If you are say a soldier with a rifle and only one magazine of ammo , as soon as you are out of ammo you ca carry you'll head back to base for more since you are no longer useful to your fellow troopies.</p><p></p><p>For example, a 6th level 3e mage with say a 14 Con, 12 Dex and Greyhawk Average HP (i.e Adventurers League ready) without spells has an AC of maybe 11 and 32 HP. He will die against nearly anything in a few rounds and will be able to maybe do 5 or 6 points of damage, Mages without spells are dead weight</p><p></p><p>Less power and less recovery means less risks taken. I suppose you can try and force them into a megadungeon or something but the players may well simply refuse the adventure and go find something they think they can handle better or go play something else. </p><p></p><p>Frankly I think it it behooves anyone running D&D or any game really to learn the rules well and to adapt to them and their assumptions rather than trying to nerf things you can't handle.</p><p> </p><p>Otherwise go play something else. E6 on this forum is a great lower powered variant. I rant it with Pathfinder 1.0 and it was great.</p></blockquote><p></p>
[QUOTE="Ace, post: 8086069, member: 944"] I would not do that myself. IME the usual result of lowering caster power without making it overall a much lower magic world is players call it quits even faster. And note this is sound behavior. If you are say a soldier with a rifle and only one magazine of ammo , as soon as you are out of ammo you ca carry you'll head back to base for more since you are no longer useful to your fellow troopies. For example, a 6th level 3e mage with say a 14 Con, 12 Dex and Greyhawk Average HP (i.e Adventurers League ready) without spells has an AC of maybe 11 and 32 HP. He will die against nearly anything in a few rounds and will be able to maybe do 5 or 6 points of damage, Mages without spells are dead weight Less power and less recovery means less risks taken. I suppose you can try and force them into a megadungeon or something but the players may well simply refuse the adventure and go find something they think they can handle better or go play something else. Frankly I think it it behooves anyone running D&D or any game really to learn the rules well and to adapt to them and their assumptions rather than trying to nerf things you can't handle. Otherwise go play something else. E6 on this forum is a great lower powered variant. I rant it with Pathfinder 1.0 and it was great. [/QUOTE]
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