| orestes08 |
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The need to cast multiple spells to make your mid to high level spells work just exacerbates the limited spell slots in 2e though. Not only do you get fewer spell slots total, but you also no longer receive bonus spell slots for high ability scores. If I have to use up all 3 of my 1st level slots on True Strike so that my 6th-8th level spells actually have some effect, then that means I don't have Magic Missile to use on any encounters before the big encounter where I need my Disintegrate/Polar Ray, etc. So my Wizard/Sorcerer just gets to sit in the back and try not to get killed for the majority of our encounters so that he's still useful at all when we need him. On top of the pared down spell list that removed several lower level offensive spells (Scorching Ray comes immediately to mind), it just seems that they have completely failed to strike a good balance with spell casters. Yes, they were too powerful at high level in 1e, with so many spells that scaled too high with level, and while that balance is better in this game, it seems you never get past the point where a spell caster has to blow his load in one encounter. That has historically been the drawback of playing a Wizard all the way back to 1e AD&D. Early levels you can't do much, one or two Magic Missiles a day before you are reduced to an ineffective cross bowman. But as you rise in level, you can become truly destructive in a battle without becoming completely useless the rest of the day. Now, my 11th level Wizard has 17 total spell slots. But 6-8 of those are required to make the other spells work, so I've only got 9-11 slots for spells that do stuff. Then you've got your protections spells (Mage Armor, Stoneskin, Fireshield, Globe of Invulnerability, Mirror Image, etc.) that takes up 4ish slots. Now I'm left being able to do maybe 6 or so active things a day, which is once again 1 or 2 encounters at best. Now, if I had kept my 4 bonus spells for having 17-18 Int, I could probably stretch that to another encounter or 2 and feel like a useful member of the party. And while it's fun to lay waste and be the big hero of the boss fight, when that's all you've done for the past 2+ game sessions because to do anything before the big boss fight would either have been ineffective (because your spells don't stand on their own any more) or rendered you useless in the boss fight (because you blew all your True Stikes/Enervations already) it can get really boring.
PS to note that while I understand that I'm using video game terminology, I doubt my GMs are alone in having several smaller encounters occur in the dungeon/ruins/whatever we're exploring before having us come up against a more challenging final encounter to find the loot/rescue the princess/whatever our quest was. Boss fight seemed to be the best way to sum it up.