Originally posted by BlackAcre
I played AD&D from its earliest days until pretty much the second edition.
I agree with whomever said mages started weak and became damn near untouchable--in most cases. In theory this isn\'t so, but in practice, players are ingenious at fleshing out every benefit from magic users--I can\'t think of a magic user who didn\'t get stoneskin & contingency spells. You kind of have to, because as noted, you get one shot a day with a particular spell and that\'s it.
However, if the game is played precisely as intended by the rules, magic users never become stronger in combat than fighters. I was involved in one campaign where the DM was brutal on magic use, and the effect was essentially unfun--components, fatigue, and intelligence were all strictly administered. Most \"strict\" campaigns are characterized by a strong core of fighters with very few magic users as an auxiliary. One thing AD&D technically required for spells were components. If adhered to strictly, this more or less confined magic users to cantrips and magic missiles until they were well on in power. Which kind of sucked, frankly.
I was curious about the
\"strict campaigns\" and
\"adhere precisely to the rules\" things you mentioned, so I asked some D&D people about it again. It appears that the results are not necessarily the same as they were in your case. Here are the replies I got:
\"In regards to \"breaking the rules\", I think thats a hard question, without knowing anything about the campaign in question. In a game of Forgotten Realms, its more or less expected that magic users will rule at high levels. In Dark sun, maybe not so much.
I run very harsh, low magic games, so a higher level magic user will seem very powerfull. But he\'ll also be extremely rare.
A DM that includes a lot of magic users, but using the exact same rules, will create a much different world, and indeed, balance.\"\"...the reason this gets complicated is that there are all sorts of variants to this, and not all of them are intentional. For instance, some DMs like to come up with a lot of house rules to adjudicate things that they feel are not represented well by the RAW or are not included in them.
Some DMs simply glance at the rulebooks and aren\'t completely aware of all of the rules. Entire campaigns can be had by whole groups like this. It can be fun, if you\'re all of the same mind, but maddening to someone who is more concerned with the rules.
Still some DMs put limits on certain classes or powers because they want a certain flavor to the game. For instance, a low or non-magical game to portray a real world medieval scheme. Or some people powergame because they want a lot of power quickly.
The wisest answer I can give, is that all of these are okay, if everyone at the table agrees to them. If you and your DM both like a restricted game, then that\'s great for you and you ought to gave fun. Maybe I might not like it so much, but that\'s okay, as long as you\'re both happy. I can play with my group.
Personally, I like what I call a \"core game.\" That is a \"reasonable\" game, using core rules, but open to moments of quick ad hoc rulings to keep things going smoothy, no overt powergaming, and powers, skills, feats, etc., coming mainly from the core rulebooks. But that\'s me and my group. We agreed on that, and that\'s the most important thing.\"Seems that the interpretation of the rules, their stictness, and balance depend on a group\'s agreement and individual DM, and can differ from one game to another. You may play a so called \"strict campaign\" with two different DMs, and get different results and different classes being more powerful at higher levels.
I actually don\'t mind power curves for different \"classes\", as long as each one has a time when they \"shine\".
Originally posted by BlackAcre
How did this come up, anyway.
It came up because of one of the announcements that were made by a dev in this thread.
However, what I don\'t understand is why we are stuck discussing old/first D&D rules as if they are/were some kind of a
\"holy grail\". I don\'t remember any announcements that PS is somehow closely based on D&D, let alone 1st edition.
Before D&D 1st ed. there was \"Chainmail\", with basic rules being defined in 2nd and 3rd editions. Before \"Chainmail\" there was something else, and so on. The \"rules\" themselves were only made by people, and not some kind of superior beings. So, if we\'re going to talk about D&D, let\'s talk about D&D 3.5 at least. We\'re not stuck playing the very first pre-alpha release of PlaneShift, we\'re always awaiting newer ones, so we shouldn\'t be stuck in the past with some old rules that were later revised.
Speaking of D&D 3.5, has anyone taken a look at DDO (Dungeons & Dragons Online)? You are highly dependant on finding a party to progress. There is very little solo content in the game. Whether you\'re a fighter, paladin, mage, cleric, whatever, you completely depend on a group, you can\'t solo. So, if magic users in PS will be dependant on a party because of some old (or even new) D&D rules, then melee characters should be too. And we all know that melee can solo just fine in PS.
I think we\'re going to see a lot of revisions on PS skills and character development in the future before some kind of balance is reached.
Just IMO.
