billd91
Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️⚧️
What Gygax said about Wizards and balance:
Gary Gygax said:Magic-use was thereby to be powerful enough to enable its followers to compete with any other type of player-character, and yet the use of magic would not be so great as to make those using it overshadow all others. This was the conception, but in practice it did not work out as planned. Primarily at fault is the game itself which does not carefully explain the reasoning behind the magic system. Also, the various magic items for employment by magic-users tend to make them too powerful in relation to other classes (although the GREYHAWK supplement took steps to correct this somewhat).
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The logic behind it all was drawn from game balance as much as from anything else. Fighters have their strength, weapons, and armor to aid them in their competition. Magic-users must rely upon their spells, as they have virtually no weaponry or armor to protect them. Clerics combine some of the advantages of the other two classes. The new class, thieves, have the basic advantage of stealthful actions with some additions in order for them to successfully operate on a plane with other character types. If magic is unrestrained in the campaign, D & D quickly degenerates into a weird wizard show where players get bored quickly, or the referee is forced to change the game into a new framework which will accommodate what he has created by way of player-characters. It is the opinion of this writer that the most desirable game is one in which the various character types are able to compete with each other as relative equals, for that will maintain freshness in the campaign" (from the Strategic Review #7, in 1976).
This is actually a fairly interesting quote that helps identify one particular place 3e went so differently from previous editions and probably underscores a failure in design intention compared to outcome. Notice that the wizard, as described by Gygax, is little more than his spells. Weak weapon choices, no armor to speak of while fighters have strength and equipment. 1e's magic item tables reflected that idea in the sense that, although scrolls were pretty common, durable magic items focused on a wizard's desires were considerably more rare than armor and weapons - the fighter's stock and trade. Building an elaborate magic item value economy and making such items easy to obtain at will (and made by just spell casters no less) played havoc with that difference in class conceptions. Wands, very rare and focused on enabling a wizard to use some spells in close combat, suddenly became common and capable of stealing the thunder of other classes, particularly rogues, with relative ease.
And that saddest part of all of that was the designers were, most likely, responding to a pretty deep well of customer demand to include a more robust magic item creation system than the ad hoc, DM-whim based one that 1e and 2e had. So the 3e team delivered and, for the groups that allowed the system to be heavily exploited, it turned out to be a significant game changer. For any players out there who wanted such a system but were then dismayed at utility wand ubiquity, quantum wizards always having the right scroll on hand, the Big 6 magic items, and heavy item-based optimization of stats, you may get what you want… and still not be very happy.
I think WotC, in making a new edition to fix problems stemming from this aspect of 3e, deviated even further from Gygax's thinking - making matters even worse for those of us who valued that older concept of the game. The distinctions between fighters and wizards (and other classes) blurred even further with 4e's structure, in the name of balancing what 3e had (completely unwittingly) tipped out of balance.
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