I really want to know where this mythical adventuring party is that WotC keeps alluding to, that forces the Wizard to hang back and plink enemies with a crossbow when he's out of spells because THE FIGHTER CAN KEEP GOING!!
Well, when we used to play AD&D2e back in the day in my neck of the woods, we never forced the wizard to keep going after using the one spell per day he got; it was pretty much agreed that we would just go on because it was stupid to wait an entire day after the wizard cast one ****ing spell.
I believe in Artemis Hound & John Magnum The heroes 215 deserve.
<p>From: kokushishin | Posted: 5/22/2012 9:55:05 PM | #134 *reads comments* Seriously, have some of these people learned nothing in 12+ years?</p> No. That's the point of the edition.
Or something. I don't even know anymore.
<p>From: mystic belmont | Posted: 5/22/2012 8:36:55 PM | #130 Didn't mearls mention some cap on the amount of rests per day?</p> It's been mentioned before, but I don't know if Mearls ever said anything.
It's kind of stupid though. It doesn't actually fix the 15 minute work day. Maybe actually letting players have their abilities without tying them to an arbitrary "per day" system would fix it, but what do I know?
<p>From: Half-Nothing | Posted: 5/23/2012 3:19:32 PM | #137 Wasn't the pre-3.0 era, the ones where a Fighter could stand a chance against a Wizard (up to a certain level)?</p>
Sort of. In AD&D, Fighter types (which included the Ranger and the Paladin) had very good saves and could dole out some respectable damage. Further, monsters didn't have inflated hit points, spellcasters weren't as restricted and Fighters actually got some damn good magic items that only worked for them.
However, spellcasters still ruled from the time they picked up Fireball onwards. Wizards leveled up faster than Fighters during the important levels (from about 6 or 7 to 14) and spells were damn powerful. Wizards could also pick up/craft staves that complimented and expanded their power set. After a bit, it didn't matter what your saves were, since Wizards didn't always have to bother them. Supposedly, it got even worse with specialty Priests and the Spells and Magic stuff, but I never got into that.
Also, Spellcasters also had access to a lot of very powerful out of combat options that no one, except maybe Thieves, got. Fighters couldn't really do anything other than hit things with a weapon or, at level 9 or later, pay a bunch of money to maintain an army (seriously, this is a terrible endgame).