teuzzo wrote:"Better D&D: Making Life Hard for Magic-Users" by Lewis Pulsipher
This was an article contained in "Different worlds" magazine issue #15. (1981).
http://www.diffworlds.com/dw_13-24.htmCan someone tell us what this article is about?
It seems very interesting.
Moreover, can you confirm that this variant rule was meant to be used in AD&D 1st edition? (i presume the answer is yes, since it dates back in 1981).
I have this issue and had never actually read the article, since I bought it for a TFT related article. Anyway, the article you want is actually for D&D/AD&D.
In sum, Lewis points out that MUs are kind of powerful past the 3rd level, and suggests some ways to limit them a bit. Here is a summary of his suggestions:
1. Spell Points. Actually, Lewis discusses this only to point out that it actually tends to enhance an MU's power.
2. Klutzing. This involves assigning a % chance of spell failure, either loss of the spell or an actual backfire. Lewis mentions that it is often used in conjunction with spell points to limit the added power there, but doesn't really work unless its a very punitive backfire system.
3. Delay. Requires the MU to take a few melee rounds to recover from casting a spell.
4. Sequencing. Spells always go off at the end of a round, unless the MU prepared them the previous round (in which case it goes off at the beginning).
5. Missile Fire. Talks about how missiles can still be a danger to MUs, even if hiding behind the front rank of fighters.
6. Spell Interpretations. Restraining MU power by taking the stingiest possible interpretation of a spell's stated capability. Advises referees to look at spells with an eye towards weakening them.
Hope this brief synopsis helps.