Are Magic-Users Too Weak?
Posted: Wed Feb 12, 2014 9:20 pm
Reading the recent blog, some good points there. Of course, the beauty of this system is it is rules lite allowing for a house-ruled tweak that have helped make the magic-user a little more fun at early levels (without overpowering) in our campaign. This is with a year's worth of playtesting, and undeniably the most fun change we've made for our low level campaigns.
All magic-users have the "Arcane Dart" spell, range 30', damage 1d2 points. Automatically strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Magic-User may fire only one a round. Magic-User has limited number of Arcane Darts daily equal to his INT score.
This helps keep magic-users engaged to be nuisance worthy, but still helpful in combat situations in a game day, provided they are willing to be within range to use (a risky proposition for low level mages.) This also helps avoid the ridiculous looking "belt of daggers" mage that sometimes emerges with some PC generation. For higher level mages, it is similarly useful as they can conserve more valuable magic and still participate sporadically in combats.
Apart from this, Chris's point about magic items being equitable to class in availability hit the nail right on the head. No other class gets the short end as much in most typical games in early levels. It's as if DM's are fearful of the power to come!!! Meanwhile, level 4 fighter dishes out 1d8+5 damage every round and is three times more difficult to harm or hit in relative fashion.
So yeah, let's beef up and reward some low level magic-users guys! They deserve the love!
All magic-users have the "Arcane Dart" spell, range 30', damage 1d2 points. Automatically strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Magic-User may fire only one a round. Magic-User has limited number of Arcane Darts daily equal to his INT score.
This helps keep magic-users engaged to be nuisance worthy, but still helpful in combat situations in a game day, provided they are willing to be within range to use (a risky proposition for low level mages.) This also helps avoid the ridiculous looking "belt of daggers" mage that sometimes emerges with some PC generation. For higher level mages, it is similarly useful as they can conserve more valuable magic and still participate sporadically in combats.
Apart from this, Chris's point about magic items being equitable to class in availability hit the nail right on the head. No other class gets the short end as much in most typical games in early levels. It's as if DM's are fearful of the power to come!!! Meanwhile, level 4 fighter dishes out 1d8+5 damage every round and is three times more difficult to harm or hit in relative fashion.
So yeah, let's beef up and reward some low level magic-users guys! They deserve the love!