stryx: That is something that I never quite understood. In later AD&D games a mage can pick a new spell at level up. How is that supposed to work? He levels up and gains knowledge of a new spell through divine intuition? I mean it is useful for character progression from a mechanical point of view, but RP wise?
I like the older model more, where a mage must gain knowledge of a spell separately from accumulation enough xp to being able to cast it. One could stumle across a scroll (which btw should not vanish after transcribing it into your spellbook) in a library or buy it in a shop or be taught by another mage. Makes more sense to me.
dtgreene: The thing is, *no* other class works this way (excluding a bard's spells, which are essentially the same ability). If other abilities would improve separately from leveling, it would make sense, but they don't in this series.
Another thing is that there actually *is* a balance issue: The Cleric spell list (which contains such useful spells as Spiritual Hammer, Prayer, Create Food/Water, and Heal) has more useful spells than the Mage spell book, and yet the Cleric gets all those spells just by leveling up. (This makes a *huge* difference in a game with random dungeons and limited random loot.) Furthermore, Mage spells can't be cast in heavy armor, making them harder to use in the middle of combat (and the Mage has more spells that are only useful in the middle of combat). Also, if you ignore spellcasting, the Cleric is already a better class than the Mage.
A third issue is the method of learning spells. In AD&D, judging from the core rule books, the primary way to learn spells seems to be finding spellbooks with them. However, in this game (and in the Infinity Engine games), for whatever reason, they have you learn them from scrolls, which the rules intend as items that let you cast the spell once. (The result is that players are unlikely to use Mage scrolls as single-use items anyway.)
One other thing, from an RP perspective, how did the *first* character learn the spell? (This is also an issue with training rules: if you need to find someone higher in level to train you, how did the highest level trainer get the training in the first place?)
Well, maybe he did some experimenting in a laboratory in his wizard tower? But he'd need equipment, reagents and a controlled environment. That's hardly something that could be done at a campsite in the middle of a dungeon (nobody could carry that kind of equipment around), trying to keep a low profile.
AD&D is an RPG system for parties. It creates archetypes and if you combine them properly, you'll get a well rounded party, that can handle almost any situation. AD&D was not created to control only one character, so if you do that, of course you do get different results depending on your character. Some classes will have an easier time in the dungeon than others. AD&D was never supposed to be balanced if you only control one character. Going through the dungeon as a single class mage can be very difficult, but that is not the mage's fault, because this archetype was not designed to adventure on his own.
By the way: I use lots of mage scrolls in dungeon hack, because after I've scribed the first one, all the other ones just clutter up my inventory.