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Re: Tomorrow's the day

Posted: Thu Mar 22, 2012 11:24 pm
by Solomoriah
I'd actually consider giving each character 2300 XP each, to start with. This would make everyone 2nd level except combo-classed characters and nonhuman magic-users (remember, a human gets a 10% XP bonus, so 2300 becomes 2530).

A spell is cast when the caster wants to cast it, subject to Initiative of course. If the caster is successfully attacked just as he or she casts the spell, it is spoiled (lost without effect); otherwise, it goes off as planned. There is no roll to cast. Of course, many spells offer a saving throw or other chance of failure. Read the spell description and follow it and you'll do fine.

I would have advised against playing with 0-level spells to start with; I always recommend keeping the rules option simple for players new to the game.

A magic-user can learn a new spell whenever he or she has access to a source (a caster, a spellbook, etc.) to learn from. There are sketchy procedures in the Core Rules for this. It's entirely possible to know more spells than you can cast, but you can only prepare as many spells as the rules allow. So if you know Magic Missile and Shield, but you're just level 1, you must choose each day which you have prepared for use. When a magic-user acquires access to a new spell level, the same rule applies, and it's entirely possible to be eligible for a level of spells which you can't use because you haven't learned any yet. Generally, PC magic-users spend a lot of time sucking up to, or paying off, NPC magic-users for this purpose, but of course several PC magic-users can share with each other if they wish.

Clerics just pray, and get whatever spells they want, subject to any limits applied by the cleric's deity, and of course the standard limits on number of spells per day based on the character's level.

Re: Tomorrow's the day

Posted: Thu Mar 22, 2012 11:31 pm
by Hywaywolf
Many DM's start players at max strength for 1st level. I like it that way, but keep in mind that it does no harm to die as a 1st level character. You just roll another and jump right in.

Re: Tomorrow's the day

Posted: Fri Mar 23, 2012 12:07 am
by wynteriii
So if you know Magic Missile and Shield, but you're just level 1, you must choose each day which you have prepared for use
So if they become level 2 they can ready both of those spells?

How many time can they use a spell in one encounter?

Re: Tomorrow's the day

Posted: Fri Mar 23, 2012 7:25 am
by Solomoriah
wynteriii wrote:So if they become level 2 they can ready both of those spells?
Or either one twice.
wynteriii wrote:How many time can they use a spell in one encounter?
You prepare your spells in the morning, generally, and the number of spells you can cast per day is it.

For example, our first level magic-user prepares Magic Missile. In a battle against a giant spider, he casts it. He has to wait until the next day to prepare it again. At second level, he could prepare the spell twice, and in that case he could cast it twice in one encounter, or once in each of two encounters. Spells not cast for the day are carried to the next day, but this does not increase your allocation. For example, the second-level magic-user might cast one spell for the day, leaving one prepared as he goes to bed. In the morning, he need only prepare one spell, as the one from the day before is still available. A magic-user may dismiss a spell (release it without casting it) while preparing spells so that he can prepare a different spell for that "slot."

If you are used to 4E, this will seem very limiting. Even 3E spell allocations are more liberal. This is old school.

Re: Tomorrow's the day

Posted: Fri Mar 23, 2012 8:23 am
by Hywaywolf
As a DM, you need to have things available in the 'dungeon' that can be solved/known using a high intelligence to make the MU more useful. Items such as antiquities that serve as clues that only the MU may be able to identify due to his extensive study. Old languages written on the wall that say "beware Pit trap ahead" that can only be read by an observant MU. If all the MU does is hold a torch and cast a sleep spell once you find a big enough group of baddies to use it on, modern players will always think old school MU's suck. Old school parties are a bunch of head smashing, deceitful, stab you in the back bunch of neanderthals, that would all likely die of stupidity if not for the intelligence of the MU.

Re: Tomorrow's the day

Posted: Fri Mar 23, 2012 8:44 am
by SmootRK
If the party seems weak, as they might be, they must take steps to increase their odds...

hire mercenaries/men at arms/zero level help.
acquire contacts for assistance in town, place to rest, help solving a riddle, etc.
guard dogs (may help in a fight but at least give some warning (minimize surprise)).

In other words, low level parties should play much more defensively and smart. Level one is especially tough... probably the main reason there are not hordes of high level people in the world... it is just too dangerous for the average person to want to take such a chance... better to play safe and be a blacksmith apprentice or servant in a lord's home.

Old school games were routinely produced with the understanding that the party size would be 6-8 (or more) players along with their various retainers/henchmen/hired help (and sometimes animals)... so you have to take that into consideration when they adventure.

4e is just built very differently. Characters start right off the bat with per day powers, per encounter powers, and at will powers... there just is not similar functions in old-school games. I would suggest to your players that they need to put away their preconceptions and later-edition influences and they will find the experience is still very satisfying... perhaps even more so, because there is more focus on story and interaction than the mechanical aspect of powers.

Re: Tomorrow's the day

Posted: Fri Mar 23, 2012 1:35 pm
by Steveman
Just so you know the power level here.

A standard 1st-level character in D&D4E is about a 6-7th-level character in any Basic D&D or Basic D&D-simulacra
A standard 1st-level character in D&D4E is about a 5-6th-level character in any Advanced D&D or Advanced D&D-simulacra
A standard 1st-level character in D&D4E is about a 3-4th-level character in D&D3.x or D&D3.x-simulacra

Your magic-users will run out of spells early if they act more like artillery, and less like a toolbox. Throwing weapons are nice (darts, daggers), as would be just giving them a free magical attack (target saves vs. wands or a d3 damage of an energy type - just as accurate as a thrown dart, more magic feeling) that can be used at will. Also, scrolls and wands. Those are great treasure to put into hordes for magic-users.

Re: Tomorrow's the day

Posted: Fri Mar 23, 2012 2:32 pm
by wynteriii
I don't want to start another Magic User House rule thread, but I still would like to know if this would make sense.

Magic-User has a standard attack (Lets call it Arcane Bolt) roll vrs AC, add Wisdom bonus. Role d4,d8,d12 (I'm thinking d4) for damage. That simple and I like simple. Spell rules still apply.

Re: Tomorrow's the day

Posted: Fri Mar 23, 2012 3:21 pm
by SmootRK
An arcane bolt works well... I tried it recently and it really improved the MU participation in fights. I would go with d3 (worse than dagger but unlimited ammo) and INT bonus (not wisdom). Ranges as dagger (very short). Damage is simple concussive force (like a sling bullet). MU must roll to hit normally, but INT modifies to hit and damage (not DEX/STR).

But, at least the MU has something to do in fights that is magical in nature. Let the player describe the look of the ability, so that there is a sort of signature effect (no mechanical effect, but good for descriptions), like purple hazy dot speeds towards target, or slightly electric pop with a little spark light effect, or whatever.

Re: Tomorrow's the day

Posted: Fri Mar 23, 2012 3:25 pm
by Joe the Rat
Keep it with the d4, or maybe d3 - it's the equivalent of a thrown dagger or sling stone for damage. With all the other spell rules applying, being hit on their initiative count fizzles the casting (whereas a thrown dagger would still happen), giveing it another down side. If you keep it to a short range (say max 30), then it really is like tossing a dagger/dart each round, only without having to look like a walking knife show.

(Note to self: stat up "scabbard mail")