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Old 12-13-2020, 07:11 AM   #1
Kieddicus
 
Join Date: Oct 2020
Default Wizards without Staves

Has anyone here every played (or GM'd for) an effective wizard who didn't know the staff spell using the legacy edition? If so what was that wizards play style and spell list like?
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Old 12-13-2020, 07:42 AM   #2
hcobb
 
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Default Re: Wizards without Staves

Calen, Elf wizard, age 20
ST 6, DX 12, IQ 14, MA 12
Talents include: Literacy, Unarmed Combat III
Spells include: Acid Touch, Drain Strength, 3-Hex Fire, 4-Hex Illusion
Languages: Common, Elvish
Attacks and Damage: Punch (1d-1), Kick (2d-4, -1 DX)
Armor: UC III stops 2 hits and is -2 to be hit.

She shall learn Staff II or higher, once she has the spare XP for Mana. She is already maxed out on plausible advancement in unarmed combat other than building up DX to improve shield rush and aimed shots.
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Old 12-13-2020, 09:44 AM   #3
TippetsTX
 
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Default Re: Wizards without Staves

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Originally Posted by Kieddicus View Post
Has anyone here every played (or GM'd for) an effective wizard who didn't know the staff spell using the legacy edition? If so what was that wizards play style and spell list like?
That's the problem, though... why would any player forego the new STAFF spells? They are simply too good to pass up. A wizard w/o a staff (or more specifically, the mana they provide) is at a distinct disadvantage under the Legacy rules.
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Old 12-13-2020, 09:48 AM   #4
Kieddicus
 
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Default Re: Wizards without Staves

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Originally Posted by hcobb View Post
She shall learn Staff II or higher, once she has the spare XP for Mana. She is already maxed out on plausible advancement in unarmed combat other than building up DX to improve shield rush and aimed shots.
That is a cool set up but I am looking for characters that have no intention of ever learning Staff or at least not till they are well past 50-points.
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Originally Posted by TippetsTX View Post
That's the problem, though... why would any player forego the new STAFF spells? They are simply too good to pass up. A wizard w/o a staff (or more specifically, the mana they provide) is at a distinct disadvantage under the Legacy rules.
That is why I was asking. I do plan on making a full discussion post about solutions to the topic in the House-Rules board.
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Old 12-14-2020, 10:05 PM   #5
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Default Re: Wizards without Staves

Quote:
Originally Posted by TippetsTX View Post
That's the problem, though... why would any player forego the new STAFF spells? They are simply too good to pass up. A wizard w/o a staff (or more specifically, the mana they provide) is at a distinct disadvantage under the Legacy rules.
If you envision your wizard character to be a wizard that doesn't use a staff, then they don't use a staff, even if it seems too good to pass up or not. Simple really.
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Last edited by JohnPaulB; 12-15-2020 at 09:10 PM.
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Old 12-17-2020, 07:50 AM   #6
David Bofinger
 
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Originally Posted by TippetsTX View Post
A wizard w/o a staff (or more specifically, the mana they provide) is at a distinct disadvantage under the Legacy rules.
A wizard needs maybe a thousand experience points before it's worth even contemplating buying mana. (If power stones are available it might be a lot later than that.) A 32-point character generated without a staff could have a substantial career and die of unrelated causes long before needing to get the staff for mana purposes.

In combat the staff isn't that great. It's nice to know you can Defend if you must, and you might occasionally help to finish off a helpless victim by thwacking it. I don't find the occult zap very useful, there's just usually more useful things to do with a spare fatigue point.

One downside of a combat (i.e. club) staff is that you look like a wizard even before you cast, which simplifies enemy threat assessment and tactics and can turn you into a first turn missile magnet.

I normally take a staff, it's probably a good idea, but I wouldn't call it a must have.
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Old 12-17-2020, 08:07 AM   #7
hcobb
 
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Default Re: Wizards without Staves

Big downside of going into combat with a big stick is that you become the top target for HTH attacks. If you carry a silver dagger instead then you shall be sniped. (Carrying a brand in the off-hand keeps animals from jumping on top of your wizard.)
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Old 12-17-2020, 08:56 AM   #8
David Bofinger
 
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Carrying a brand in the off-hand keeps animals from jumping on top of your wizard.
Technically this only applies to "ordinary animals", an undefined but presumably narrower category than animals generally. How much narrower varies between campaigns. But in my experience most parties get over fighting ordinary wolves and their ilk pretty fast, and have more combats against humanoids, fantasticals, etc.
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Old 12-17-2020, 10:09 AM   #9
phiwum
 
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Originally Posted by David Bofinger View Post
Technically this only applies to "ordinary animals", an undefined but presumably narrower category than animals generally. How much narrower varies between campaigns. But in my experience most parties get over fighting ordinary wolves and their ilk pretty fast, and have more combats against humanoids, fantasticals, etc.
I find that wolves are a challenge for anyone without serious armor. A fencer, for instance, loses all his advantages in HTH (but may have a readied main-gauche for that). If the wolves outnumber the party, they're a real threat. Two wolves on one character is tough.
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Old 12-19-2020, 08:53 PM   #10
Axly Suregrip
 
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Originally Posted by David Bofinger View Post
... but I wouldn't call it a must have.
Exactly. With the new staff rules there are both reasons to have or skip getting the staff.

- Biggest reasons to have a staff: magical attack and eventually mana

- Biggest reason to skip it: attacks cost 1 ST. And wizards are best avoiding combat, so anything that can be used to defend with is good enough.
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