Silent_Buddha
Legend
In 2.0 and before...most especially in AD&D, mages became hugely powerful once you got to higher levels. Even at low levels their spells did more damage than non-magical weapons. But it wasn't "that" much more at lower levels.
So depending on your GM, if he ran a proper campaign where magic items (weapons, armor, and potions) were somewhat rare rewards then a wizard's limited spell repetoire at low levels wasn't a problem. Sure a fighter could keep swinging all day, but if he runs out of HP he's going to go splat fast. And if healing potions aren't dropping like candy then you're going to be limited to 2-3 fights at most in any given game day.
Which is fine in a PnP RPG where storytelling and roleplaying can often times take up the majority of a gaming session.
Where things fall apart is if you have a Hack and Slash GM and magic items are common right from the start. Or in computer games where healing potions drop like candy.
D&D was at the start high fantasy with a nod towards realism. In other words, you weren't expecting to jump into a fight every 5-10 minutes.
But that high fantasy also went way out of whack at the higher levels. Fighters became just meat shields, while the magic users dished out all the damage. A puny +5 longsword is only going to do 1d8+5 damage. At higher levels in AD&D, a fighter would eventually have 2 attacks per round. So the potential to do 2d8+10 (12-26 damage + str mods) to one target. Compared to a Magic User who is potentially lobbing fireballs for 10d6 (10-60).to everything within its area of effect.
D&D 2.0 tried to make melee more on par with Magic Users, but they were still incredibly underpowered compared to Magic Users at higher levels. D&D 3.0 and 3.5 is where the balance shifted with melee fighters suddenly doing similar damage to a Caster at higher levels, only without the spell restrictions. More attacks at higher levels. Higher strength damage mods without resorting to magic items. Extensive melee feats, etc...
Regards,
SB
So depending on your GM, if he ran a proper campaign where magic items (weapons, armor, and potions) were somewhat rare rewards then a wizard's limited spell repetoire at low levels wasn't a problem. Sure a fighter could keep swinging all day, but if he runs out of HP he's going to go splat fast. And if healing potions aren't dropping like candy then you're going to be limited to 2-3 fights at most in any given game day.
Which is fine in a PnP RPG where storytelling and roleplaying can often times take up the majority of a gaming session.
Where things fall apart is if you have a Hack and Slash GM and magic items are common right from the start. Or in computer games where healing potions drop like candy.
D&D was at the start high fantasy with a nod towards realism. In other words, you weren't expecting to jump into a fight every 5-10 minutes.
But that high fantasy also went way out of whack at the higher levels. Fighters became just meat shields, while the magic users dished out all the damage. A puny +5 longsword is only going to do 1d8+5 damage. At higher levels in AD&D, a fighter would eventually have 2 attacks per round. So the potential to do 2d8+10 (12-26 damage + str mods) to one target. Compared to a Magic User who is potentially lobbing fireballs for 10d6 (10-60).to everything within its area of effect.
D&D 2.0 tried to make melee more on par with Magic Users, but they were still incredibly underpowered compared to Magic Users at higher levels. D&D 3.0 and 3.5 is where the balance shifted with melee fighters suddenly doing similar damage to a Caster at higher levels, only without the spell restrictions. More attacks at higher levels. Higher strength damage mods without resorting to magic items. Extensive melee feats, etc...
Regards,
SB