• Treczoks
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    131 year ago

    I remember the times when a core rule about cantrips was that they cannot deal any damage.

    • @[email protected]
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      201 year ago

      Ah, yes, the good old days when the level 1 wizard became useless after the first two rounds of the day.

      • @[email protected]
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        61 year ago

        Exactly, the single session where wizards are level 1 in an inaugural battle that likely lasts 2-3 rounds

        • Fonzie!
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          31 year ago

          I mean, back in 2nd, they would not be 1st level for only one session.

          • @[email protected]
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            1 year ago

            Yes, OK, two sessions, maybe three since wizards level slower. In AD&D your GM should be awarding for good ideas, role play, encouragement of other players, etc. though, as well as enemies slain. And it’s common to be a little generous with XP in those first sessions.

            There was a reason wizards carried daggers and slings as well in early levels.

            I just get tired of magic users complaining that they need to do equal damage to fighters from the beginning at range and also be able to warp reality in higher levels.

            • @[email protected]
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              31 year ago

              Tbf, problem is most never get to the reality warping stuff

              They should not warp reality at high levels or martials should have more power at later levels

              • @[email protected]
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                11 year ago

                I agree. I think both should be completely redesigned from the ground up, but they’re not interested in doing that in 6E.

                • Wizards should be boosted in early levels and nerfed in later ones, and should be split into multiple classes focused around illusion, commanding undead, AoE damage, control, buff/debuff, etc. (but not all of them simultaneously).
                • Fighters should get maneuvers and cleave damage focusing on one or few targets.
                • Rogues can continue occupying their niche of single target, high risk / high reward critical damage (but note key phase: high risk). Etc.

                Everyone should have a clear specialization with a little overlap. A class should be the best at a thing and adequate at something else.