Level 1 Magic User help... I suck.

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Level 1 Magic User help... I suck.

Postby connivingsumo » Fri Mar 25, 2011 1:44 am

Well, it had been 20 years since I played a level 1 Magic User, so I joined a local LL>DM's game and am playing a level 1 MU.

I cast my ONE spell and then... I'm worthless.

What I could use from this community is - IDEAS for making myself useful after I've cast my one spell.

Ideas so far:
-Torch Bearer


I'm just curious if there are any creative ideas out there. I don't expect this thread to get very long :cry:
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Re: Level 1 Magic User help... I suck.

Postby greyarea » Fri Mar 25, 2011 2:46 am

Suggest that you make camp for the evening.
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Re: Level 1 Magic User help... I suck.

Postby connivingsumo » Fri Mar 25, 2011 2:57 am

LOL, not at 12:45 in the afternoon :shock: :lol:
SUCCESSFUL "TRADES" with: tumblingdice x2, Blood axe, and Kipper! ~ thanks to all of you! :D

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Re: Level 1 Magic User help... I suck.

Postby hjmartin70 » Fri Mar 25, 2011 4:25 am

Carry the torch. Carry backup weapons for fighters. Thow molotov cocktails (assuming your DM allows them) or oil flasks. Direct your hireling fighter. Throw holy water (you did buy some?). As a last resort, grit your teeth and wade in there and hit somebody with your staff. A MU's stock in trade is being the smarty pants in the party, so try and fight smart. Or run, running is good.
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Re: Level 1 Magic User help... I suck.

Postby Thaleia » Fri Mar 25, 2011 12:14 pm

Interestingly, there is a thread going on over in the Dragonsfoot forums on this same thing.
http://www.dragonsfoot.org/forums/viewtopic.php?f=1&t=48695

The consensus seems to be pack a lot of daggers (to throw) and get a dog. :D But there's some interesting tactical advice as well.
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Re: Level 1 Magic User help... I suck.

Postby Lord Kilgore » Fri Mar 25, 2011 12:56 pm

This is something I've struggled with and, when I suggested adding a "magic blast" (roll to hit, 1d4 damage, range as dagger) power, people came to my blog from far and near to tell me it was "not magical enough." So they suggested throwing daggers, throwing oil, allowing the magic-user to use a crossbow, and holding the torch instead. Meh.

The one suggestion I've seen that I like (mentioned here by hjmartin70, is to "direct your hireling fighter." We were already doing this, as we're trying to involve hirelings/retainers/henchmen much more in our game.

To play more or less by the book, I think a hireling man-at-arms or two is a great idea for a 1st-level magic-user AND for his player.

Another idea, if the LL allows it, would be for the magic-user player to control two PCs. I think it's tough for the low-level magic user character, but I think the bigger issue is actually the magic-user's PLAYER sitting around most of the time.
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Re: Level 1 Magic User help... I suck.

Postby Black Wyvern » Fri Mar 25, 2011 12:56 pm

Dog and daggers are fer sure the way ta go! Staff... BAD! If you can hit them they can hit you. I would also say don't cast your spell at the first encounter. Wait until it is needed as a tide turner. The despite the fact you only cast one spell a day (hopefully sleep as it is the tide turning spell) you still get to be the hero.

You're not really supposed to use mercs BtB, they don't to go into dungeons they fight your wars and defend your lands. You can't hire henchmen until 2nd level (as they are supposed to be half your level) but you can buy a 2 hit die dog. Sick him Fido. Watch the fighters get combat envy.

Ask Cirlot over at MW his 1st level MU doesn't even memorize combat spells and his stupid dog has killed more enemies that my stalwart dwarf by 2 to 1. COMBAT Envy!
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Re: Level 1 Magic User help... I suck.

Postby kipper » Fri Mar 25, 2011 3:54 pm

I actually really enjoy playing magic users, even at 1st level.

Yes, there is not a lot they can do in combat, but that's not what playing a magic user is all about (for me anyway). You need to keep MUs as far from combat as you possibly can! If combat occurs, don't be afraid to use cover to avoid being a missile target too. With your high AC and low hp I think you can be forgiven. :lol:

Being a MU is more about role-playing than combat (at least for me). Try to come up with ideas (eg potential traps, potential hidden treasure locations, potential ambush sites, alternate ways of dealing with monsters other than frontal assaults, etc...), be the smart/cautious one when everyone else is rushing forward to their inevitable doom.
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Re: Level 1 Magic User help... I suck.

Postby Lord Kilgore » Fri Mar 25, 2011 4:19 pm

kipper wrote:Being a MU is more about role-playing than combat (at least for me). Try to come up with ideas (eg potential traps, potential hidden treasure locations, potential ambush sites, alternate ways of dealing with monsters other than frontal assaults, etc...), be the smart/cautious one when everyone else is rushing forward to their inevitable doom.

My issue with this is that it applies to EVERY class and has more to do with the player than the character. No one tells the fighter's player that he should be more about combat than role-playing and that the player shouldn't bother "coming up with ideas" because the magic-user's player is going to do that. Or at least they shouldn't be telling the fighter's player that.

Black Wyvern wrote:You're not really supposed to use mercs BtB, they don't to go into dungeons they fight your wars and defend your lands. You can't hire henchmen until 2nd level (as they are supposed to be half your level) but you can buy a 2 hit die dog.

Not "mercs"..."hirelings." Though various editions use various terms for various types of hirelings, fighting men-at-arms that accompany the party into the dungeon are common and BtB.
LL Core Rules, page 43 wrote:Occasionally, there are not enough group members to take on the challenges of the labyrinth. The group may hire NPCs, or retainers, for extra hands.

LL Core Rules, page 46 wrote:Retainers are NPCs that are hired by characters for extra hands during an adventure.

LL (and, as far as I know, the game it's based on) do not specify level restrictions for retainers (which are what henchmen are called in these editions.)

This seems to be the type of hireling you're referring to:
LL Core Rules, page 47 wrote:Unlike retainers, mercenaries and specialists do not accompany characters on adventures.
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Re: Level 1 Magic User help... I suck.

Postby Professor P » Fri Mar 25, 2011 7:01 pm

In one of the games I'm in the DM allows the magic-user to throw rocks. No sling, just throwing them.
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