Dyson Logos wrote:Always: At level 1 magic users carry a no-save spell that wipes out 2d8 hit dice of opponents. With no save. It's only once a day at level 1, but that can be 32 kobolds out of action. Basically it will end any one level 1-2 encounter with one spell and a guaranteed victory.
nitpick: It will end many level 1-2 encounters, there are some where either the monsters will not be affected by the spell, or where the number of hit dice present can exceed the maximum affected by the spell, or where circumstances arise that do not allow the party to fully capitalize on the situation. And that's for normal number encountered, not "in lair". It may also be noted that creatures with less than one hit die are treated as 1HD by the LL version of the spell, as written. In the 1e version it is possible, depending on the reading of the spell, to affect a larger number of creatures if several types with differing hit die values are encountered at once.
However, in general your example is valid. A standard encounter would include at most 16 kobolds, so the spell treating them as full hit die avails them not so much. I would say that the sleep spell is singularly powerful; would you expect that it should generally be typical for a 1st level M-U to know the spell? I would think that, given a normal mix of encounters, it would be likely that a well-used sleep spell would allow a party to deal with one additional encounter per day. So certainly very significant. Did you / do you find that this creates a real disparity in the importance of the various members of the group?
I would suppose this depends a lot on how many encounters the party is dealing with. My personal experience was that the players wanted to get as much done as possible, except in a few specific circumstances, and had to be prepared to deal with additional complications beyond their preferred stopping point. This creates the quandary of "do I use my sleep to completely take out this patrol of orcs, or save it for if things get hairy in a bigger fight later".
Never: They never have enough hit points to survive an encounter with another magic user. A pair of level 10 magic users blast each other dealing 35 damage on average. The average level 10 magic user has 23.5 hit points. If he makes his save he takes 17-18 damage. This gets worse at higher levels... by level 15 the average fireball damage is 52 / 26 while the average hit points is 28.5. By level 20 the average fireball damage after a successful save is 35 damage, and the magic user has 33.5 hit points. Even making his saving throw isn't enough anymore. But then again, even a level 20 fighter only has 52 hit points (hopefully 61 or even 70 because of Constitution bonuses), meaning that two fireballs is enough to drop him even with saves made. Which leads back to the "always" argument.
Well, what about an encounter that isn't with another magic user? If you can get your fireball off before the enemy can get on top of you, and can get all of the enemy with the blast radius, then many encounters are going to be over. Protection from normal missiles and fly (assuming you have both available) plus a significant open area can allow you to pelt your enemies with "death from above" for quite a while, and then quite likely get away (assuming there are no enemy fliers to mess your plan up - I think this is why EHPs seem so enamored of gargoyles as bodyguards...). But it still seems like, without the assistance of the other classes you're asking for a rather abrupt end to your adventuring career when something goes wrong.
It was my experience that if a magic user was to be at all effective, they required the support of the rest of the party, and that the party gave that support because they expected the magic user to support them in return. My whole 1e experience was basically built around the idea that you "never split the party" (despite the fact that the party was invariably split anyway...) because you needed the efforts of the group as a whole to succeed and any single character attempting to adventure alone was pretty much committing suicide.
What I'm wondering, basically, is: was my actual play experience different? I can see where the M-U's power was acknowledged and in some ways dealt with by the way that we played, would other groups have found this abusive or obnoxious? Or was the situation that similar play led other groups to notice / experience an imbalance that just didn't seem significant to us? I think we may have read the rules to significantly reduce the chances that the M-U would have access to any given spell, or to limit the total number of spells she would know, but I always thought that we played that pretty much by-the-book.
I think it is interesting, now that I think back on it, that the highest-level characters I can remember include a disproportionate number of magic users. I think this is a matter of two things: One, that the M-U was the character most often "in the rear" or otherwise in the most protected position (which sometimes included leaving the group altogether if out of spells, so as not to be a further burden), and this made them not any more likely to die off early than any other class. And two, that they where the characters who, at any level, most called out for another level gain. Therefore they where the most likely to be pulled out of "retirement" if a replacement character was needed, which in turn would mean that they would come in at a level equal to the highest level character in the party at that time (but with a larger number of XP).
And, as there have been further posts while I have been composing this reply: I will say that if there are situations where mechanics will overcome player ability, then there are also situations where player ability will overcome mechanics, and therefore which side of the equation a group or DM favored would make a huge difference. I think that for the groups that I played in, the ability to bypass a small number of encounters / obstacles was viewed as perhaps less significant than it could have been simply in that the actual "spotlight time" granted by those wins was less than for other classes. When the fighters took out a group of enemies while the M-U helped out, or when the thieves dealt with a trap etc, it tended to take much longer and be more detailed in resolution than "I cast my sleep spell. >dice roll< Guys, clean up this mess, 'k?".