Noob question

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Mustacheman
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Noob question

Post by Mustacheman »

My kids have been bugging me to play dnd but after downloading those books I wasnt feeling it, after downloading about 10 systems i have decided basic fantasy will be the best for how i plan to run games most of this makes sense but my question is revolving around magic use i just dont get it so at level 1 a magic user can only cast 1 spell once? When combat goes multiple rounds does the magic user just hang around or how is this handled. Sorry if I'm missing something obvious but I'm new to ttrpg games and when leveling do they get 1 of each level spell or how does that work and again with casting does a rest reset every spell slot at once
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Solomoriah
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Re: Noob question

Post by Solomoriah »

If the combat goes multiple rounds, the magic-user can do other things. For example, his or her attack bonus is (at first level) the same as all the other characters; the magic-user can throw daggers, if any opponents are unengaged and thus safe to attack at range. There are other support jobs the magic-user can perform as well; it just takes imagination.

Take a look at my blog posts for more on the subject:
https://basicfantasy.org/blog/?p=151
https://basicfantasy.org/blog/?p=255
My personal site: www.gonnerman.org
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Pirate GM13
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Re: Noob question

Post by Pirate GM13 »

Mustacheman wrote: Thu Jul 15, 2021 9:05 pm My kids have been bugging me to play dnd but after downloading those books I wasnt feeling it, after downloading about 10 systems i have decided basic fantasy will be the best for how i plan to run games most of this makes sense but my question is revolving around magic use i just dont get it so at level 1 a magic user can only cast 1 spell once? When combat goes multiple rounds does the magic user just hang around or how is this handled. Sorry if I'm missing something obvious but I'm new to ttrpg games and when leveling do they get 1 of each level spell or how does that work and again with casting does a rest reset every spell slot at once
According to the rules, yes to your first question. But it's been highly and hotly debated. It ultimately comes down to how you want to play. So official answer is yes to 1st level magic users only being able to use 1 spell a day, but most people I know like to bend the rule.
Magic users can then fight like normal people. Sure, there are squishy, but as Solo said, imagination and creativity.
Magic Users have a table in the core rules that shows you what level spells they get and when
Is it the dice against you or you against the dice?
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johndice
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Re: Noob question

Post by johndice »

It might also be helpful to think about some of those spells. Most of them are quite versatile and have loads of potential. Even the lowly light spell can be used to neutralize considerable threats and the sleep spell is essentially a murder-in-your-sleep spell. Magic Missile might do some damage, but it is easily one of the most boring spells available to a wizard :)

If you find yourself out of spells (and I do think it's more about knowing when not to cast them) don't forget you have a whole range of equipment to do fun wizardry stuff with when you lean into the rulings over rules nature of old school gaming! Bring some chalk to try and neutralize acid oozes, make your own fireballs with flasks of oil, etc etc. The wizard's best weapon is his mind, which is why they are already terribly overpowered :)
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teaman
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Re: Noob question

Post by teaman »

Another option is to start characters at a higher level. It's not at all uncommon to do this. I tend to start folks at third level. In fact, there's even a bunch of pregens right here:

https://basicfantasy.org/showcase-downl ... ens-r8.pdf
Teaman is the sole proprietor of Sharp Mountain Games at roll20 and DTRPG

https://marketplace.roll20.net/browse/p ... tain-games
http://drivethrurpg.com/browse/pub/8418 ... tain-Games
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Dimirag
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Re: Noob question

Post by Dimirag »

Magic Users are not limited to casting spells, fighters are not limited to just attack, enemy and situation evaluation is an important part before and mid battle, throwing daggers, oil, rocks, calling the attention of enemies so the fighter gets an attack bonus... Options are only limited by imagination (and logic to a certain point).

If you want to change the game experience and run a more "powered" game you can check the Boosted Classes Supplement
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Mustacheman
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Re: Noob question

Post by Mustacheman »

I'm not too focused on running a power game just a fun one so my kids enjoy the hobby I always really wanted to play as a kid but we were dirt poor an I didnt have any friends who had it so I'm thrilled my kids are interested I'm mainly just focused on finding a way to keep everyone in the game having fun so my children can grow up with a love for something I wish I could have enjoyed lol I'm same way with firearms was always told no growing up now I got 2 closets full of em. I do think I like solos article where he uses the daggers charged magically for a 1d4 attack though for now it will probably be my solution as it will keep em feeling like the magic theme of his character and still offer a soft limit based on resource management.
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Dimirag
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Re: Noob question

Post by Dimirag »

You can check the Magic User Options Supplement for some extras to add to Magic Users some tiny goodies like at will magical projectiles.
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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Tazer_The_Yoot
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Re: Noob question

Post by Tazer_The_Yoot »

For very young kids, especially, I'd suggest just giving them a wand or some other goodie they can keep zapping baddies with so they don't get bored or feel left out. But for adults and experienced gamers - what Chris said. They're fine as-written in those campaigns.
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