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Wizards: Squishy or All Powerful?
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<blockquote data-quote="Noctos" data-source="post: 5489729" data-attributes="member: 6671455"><p>(2nd edition rules here)</p><p>well considering it took months and years to craft an item and could even take decades of what they called uninterrupted research. (eat sleep lab) i don't think the mage would ever grow enough to out rank a party that was questing. as a heavy enough dungeon could easily beworth the up words or 10,000 xp and they finish clearing the enemys in what 24-40 hours in game time. </p><p></p><p>on top of that a mage had to beable cast the spells and be 2 lvl's above spell to enchant an item with it so to place fireball charge on a ring the mage had to be able to cast 5th lvl spells.</p><p></p><p>what stopped players from sitting down and doing nothing but crafting in the old game was the time it took. and the cost of gold. it was becuase it took weeks months and years to make the product was the reason you recieved xp for doing It. the time also was harsh because players couldn't just stop and chill for that time just cause they felt like it. Dm's made the adventuring fantasy world constantly moving after all. if a wizard was interrupted they would how to restart from the be gaining. If they changed that in future modules or editions i'll never use those guild lines as they seem wrong to my logical brain and form of game playing. The old system seems far more balanced of slowing or stopping players from the creations overly powerful gear.</p><p></p><p></p><p> </p><p>straight out of the dnd dm manual right as the start the magical item tables.</p></blockquote><p></p>
[QUOTE="Noctos, post: 5489729, member: 6671455"] (2nd edition rules here) well considering it took months and years to craft an item and could even take decades of what they called uninterrupted research. (eat sleep lab) i don't think the mage would ever grow enough to out rank a party that was questing. as a heavy enough dungeon could easily beworth the up words or 10,000 xp and they finish clearing the enemys in what 24-40 hours in game time. on top of that a mage had to beable cast the spells and be 2 lvl's above spell to enchant an item with it so to place fireball charge on a ring the mage had to be able to cast 5th lvl spells. what stopped players from sitting down and doing nothing but crafting in the old game was the time it took. and the cost of gold. it was becuase it took weeks months and years to make the product was the reason you recieved xp for doing It. the time also was harsh because players couldn't just stop and chill for that time just cause they felt like it. Dm's made the adventuring fantasy world constantly moving after all. if a wizard was interrupted they would how to restart from the be gaining. If they changed that in future modules or editions i'll never use those guild lines as they seem wrong to my logical brain and form of game playing. The old system seems far more balanced of slowing or stopping players from the creations overly powerful gear. straight out of the dnd dm manual right as the start the magical item tables. [/QUOTE]
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