• gerusz@ttrpg.network
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      1 year ago

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

      • xyzzy@lemm.ee
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        1 year ago

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

          • xyzzy@lemm.ee
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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 and also be able to warp reality in higher levels.

            • Zennyker@ttrpg.network
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              1 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

              • xyzzy@lemm.ee
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                1 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.