Irda Ranger wrote:Somewhere between 9th and 12th, depending on spell selection and magic items.
And before 5th level he's underpowered. 5th-10th is the "sweet spot". The spells are powerful enough to "make things go boom", but they're still rare enough (meaning, spells/day) that the M-U has to conserve them and use them prudently.
OK, I may just not have been playing at "high enough levels", lol.
By the book the high-level M-U has weaknesses, but no high-level M-U is "by the book". He's taken precautions, and with access to a good spell research library and/or spells and magic items from AEC/1e, all those weaknesses are gone. Bad AC? Bracers of AC 0; Cloak of Displacement. Low HP? Missile Immunity; Spell Resistance; Fire Immunity; etc. etc. Sure, the DM can be stingy with items for a while, but I've never known a group of players to put up with a stingy DM for an entire campaign.
Well, what would you consider "stingy"? I do not remember ever seeing PCs that had any and all magic items they may have wanted, except for a few that where specifically generated at higher levels, 12-15+, and specifically for a higher-power one-shot game. And even then there where usually specific limitations (off the top of my head, undoubtedly badly remembered, something like: "any five items, only one vorpal swords or staff of the magi or similar, no wish-granting items, no artifacts", or something like that...). Also, you mention a "good spell research library", where the rules for learning new spells (as per the 1e / AEC Int table) applied, or generally ignored?
I did see a few PCs with a dozen or more significant magic items (IIRC typically because of long play due to regaining lost levels), but this would not all be high-powered or exceptionally desirable items. For instance (assuming my math is correct) the AEC tables give a 0.04% (4% of a %...) chance of a magic item turning out to be a Displacer Cloak, and then you have to deal with treasure distribution. There are undoubtedly other combinations that will produce a similar effect, but the idea that every M-U had enough items to cover every eventuality seems a bit stretched to me, I guess. Would a fighter of the same level / XP be assumed to have the same number / quality of items, or did you find that treasures tended to end up favoring the magic user?
However your comment on precautions seems spot on. IME a well-played M-U spent a lot of time and energy trying to out-think the opposition, so that he could put his spells to the best use without exposing himself to more risk than was absolutely necessary. I think that the issue was (or at least seemed to be) that the magic user tended to have a glass jaw - one mistake and you where pretty much out of the fight (or at least the other PCs had to rescue you).
The point of D&D is fun, after all, and getting "Stuff" is fun.
Personally, I've found that some "stuff" opens up fun options, but in general the more stuff you get / the less you work for it, the less significant and therefore fun that stuff is. I know that's not a universal opinion. I think the biggest example of this would be 4e, where I've found that the assumptions of the "magic item economy" make me loathe getting items as a player, as they've just kind of become the opposite of what I'd like them to be...