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<blockquote data-quote="Ariosto" data-source="post: 5143945" data-attributes="member: 80487"><p>I sure like to play clerics and magic-users in TSR-D&D, but WotC just went bonkers over the spell-casting classes! The deal of turning magic items into stuff to pick from a Sears & Roebuck catalog, instead of treasures acquired in perilous quests, was certainly part of that.</p><p></p><p>The mundane-izing of magic went (from what I saw) beyond its becoming trivially common due to low-level characters having cut and dried -- and not very costly -- means of turning out widgets.</p><p></p><p>Just what those widgets were and did became, in my experience, limited to lists in store-bought books.</p><p></p><p>In old D&D, I am accustomed to spell-casters devising incantations of their own well before they are able even to scribe scrolls. By the time they are of such eminence as to undertake the enchantment of rings and swords, wands and cups -- each such case itself an adventure into the unknown -- they often have in mind again magics peculiar to themselves.</p><p></p><p>The investment and risk involved not only bode against a great surplus of magic, but make it more likely that the production -- often even the acquisition -- of such artifacts will be directed toward the attainment of particular ends. They are likely to play dramatic roles in whatever events give rise to, and stem from, the pursuit of such powers.</p><p></p><p>YMMV, of course. Magic-users and thieves tend not to be so hard to hit, IME. Those in <em>G1-3 Against the Giants</em> were normally AC 2 (hit 20%). An orc chief's body guards fight as if 3 HD, not needing a basic 20 versus less than AC -4.</p><p></p><p>The bottom line is that each point of damage to a PC is a point closer to using up the party's resources. Sometimes, delay alone uses up precious time.</p><p></p><p>Still and all, yes -- when you've got an AC of -1 or better, you are some kind of awesome regardless of your other attributes. If that's due to magic, then it might take a few dice of hit points to hold it versus them as are inclined to kill you and take your stuff.</p><p></p><p>The procedures in the 1E DMG are more complicated than that in the 0E FAQ, but overbearing and grappling can be good ways to bring numbers to bear -- especially versus a heavily (or magically) armored foe.</p><p></p><p>Also note that, per the 1E PHB, ordinary orcs -- having a full 8-sided hit die -- are not subject to any more than a fighter's usual number of attacks per round (as opposed to one per experience level versus 0-level men, goblins, etc.).</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5143945, member: 80487"] I sure like to play clerics and magic-users in TSR-D&D, but WotC just went bonkers over the spell-casting classes! The deal of turning magic items into stuff to pick from a Sears & Roebuck catalog, instead of treasures acquired in perilous quests, was certainly part of that. The mundane-izing of magic went (from what I saw) beyond its becoming trivially common due to low-level characters having cut and dried -- and not very costly -- means of turning out widgets. Just what those widgets were and did became, in my experience, limited to lists in store-bought books. In old D&D, I am accustomed to spell-casters devising incantations of their own well before they are able even to scribe scrolls. By the time they are of such eminence as to undertake the enchantment of rings and swords, wands and cups -- each such case itself an adventure into the unknown -- they often have in mind again magics peculiar to themselves. The investment and risk involved not only bode against a great surplus of magic, but make it more likely that the production -- often even the acquisition -- of such artifacts will be directed toward the attainment of particular ends. They are likely to play dramatic roles in whatever events give rise to, and stem from, the pursuit of such powers. YMMV, of course. Magic-users and thieves tend not to be so hard to hit, IME. Those in [i]G1-3 Against the Giants[/i] were normally AC 2 (hit 20%). An orc chief's body guards fight as if 3 HD, not needing a basic 20 versus less than AC -4. The bottom line is that each point of damage to a PC is a point closer to using up the party's resources. Sometimes, delay alone uses up precious time. Still and all, yes -- when you've got an AC of -1 or better, you are some kind of awesome regardless of your other attributes. If that's due to magic, then it might take a few dice of hit points to hold it versus them as are inclined to kill you and take your stuff. The procedures in the 1E DMG are more complicated than that in the 0E FAQ, but overbearing and grappling can be good ways to bring numbers to bear -- especially versus a heavily (or magically) armored foe. Also note that, per the 1E PHB, ordinary orcs -- having a full 8-sided hit die -- are not subject to any more than a fighter's usual number of attacks per round (as opposed to one per experience level versus 0-level men, goblins, etc.). [/QUOTE]
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