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Specialist wizards in AD&D 2nd Edition?


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Skinr
Title: Minituae Guru
Joined: Jul 17 2010
Location: Elsinore
PostPosted: Nov 03 2012 10:34 am Reply with quote Back to top

Okay, I've got all 3 of the core rulebooks for AD&D 2nd Edition in the hopes of being able to play. I may not play it entirely, as there are a few things I don't like (have to have 18 Int to learn 9th-level spells, THAC0 is slightly confusing, etc.), but I quite enjoy the spells themselves, as well as the simplified, less "tactical" combat compared to 3rd Edition / 3.5. As such, I'll actually be attempting to hybridize 2e with Pathfinder; I might post my efforts later in another thread.

Getting back on topic, I have a question about specialist wizards in 2e. The Players' Handbook has details for the Illusionist class, as well as a fairly basic table detailing the other possibilities. However, it does not have the same level of detail for those, which is a problem because the Illusionist class has one or two penalties that aren't listed in the table.

There are two official AD&D books I've seen online, and am considering getting: The Complete Wizard's Handbook, and Tome of Magic. Does anyone know which one of those (if either) has some more detailed information on the other specialist classes?



 
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UsaSatsui
Title: The White Rabbit
Joined: May 25 2008
Location: Hiding
PostPosted: Nov 03 2012 11:57 am Reply with quote Back to top

Not really. I have Tome of Magic and it has additional spells, plus rules for elemental mages and wild magic (wild magic is awesome). Complete Wizard book is mostly "kits" (broken things that sort of evolved into prestige classes).

The thing is, "Illusionist" was a class in first edition D&D, the favorite class of gnomes I believe. In second edition, they decided to expand out into specialists into other kinds of magic. There's not a lot of detail, but there's not really any need to - to make an Abjurer, just take the Illusionist and replace "Illusion" with "Abjuration" in the description.

BTW, in 3.x, you don't need 18 intelligence to cast 9th level spells. You need 19. Fortunately, getting to 19 in 3.x is worlds easier.
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Skinr
Title: Minituae Guru
Joined: Jul 17 2010
Location: Elsinore
PostPosted: Nov 03 2012 10:07 pm Reply with quote Back to top

I know the basics, but there are one or two minor penalties/bonuses listed in the class description for Illusionist, and not for the other specialists. I could try to make them up myself, but I'm terrible at details in regards to game design (I tend to paint with broad strokes, literally in some cases).



 
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lordsathien
Title: Head of Lexian R&D
Joined: Oct 15 2005
Location: Metro area, Georgia
PostPosted: Nov 03 2012 11:12 pm Reply with quote Back to top

All specialists get that extra spell per day (I think at each spell level). Each specialist had a different relevant ability score, I think between 14-16 as well.

The best system for grasping thaco is to just invert the numbers (20 becomes +0, 19 becomes +1 to hit, etc) and AC (start at 10 and go up).


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UsaSatsui
Title: The White Rabbit
Joined: May 25 2008
Location: Hiding
PostPosted: Nov 04 2012 02:14 am Reply with quote Back to top

Skinr wrote:
I know the basics, but there are one or two minor penalties/bonuses listed in the class description for Illusionist, and not for the other specialists. I could try to make them up myself, but I'm terrible at details in regards to game design (I tend to paint with broad strokes, literally in some cases).

All specialists should get those bonuses/penalties, which shouldn't involve more than a bonus to their specialized school (the extra spell per level per day) and penalties to other schools. Can you give any specific examples that are throwing you?
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Skinr
Title: Minituae Guru
Joined: Jul 17 2010
Location: Elsinore
PostPosted: Nov 04 2012 06:18 pm Reply with quote Back to top

lordsathien covered it. Thanks, man.



 
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