So I've been reading old articles by Gygax from the Dragon magazines of the late 70s, articles that explain why he chose the magic systems he did, and what he thinks of the idea of variant magic systems. These are things I believe DO need to be taken into account, not just because it is "Old School" to play D&D as written, but because I agree that if you want to make variant rules, you might as well play a different game. The game is balanced a particular way in order to do certain things.
Here's a good enough summation for me to work with:
"Having read widely in the fantasy genre since 1950, I opted instead for the oft-used system which assumed that magic comes from power locked within certain words and phrases which are uttered to release the force. This mnemonic power system was exceedingly well articulated by Jack Vance in his superb novels The Eyes of the Overworld and Dying Earth, as well as various short stories. In memorizing the magical words, the brain of the would-be spell-caster is taxed by the charged force of the syllables. To increase capacity, the spell-caster must undergo training, study, and mental discipline.
"This is not to say that he or she ever understands the words, but the capacity to hold them in the memory and speak them correctly increases thus. The magic words, in turn, trigger energy which causes the spell to work...
"...Magic works because certain key words and phrases (sounds) unlock energy from elsewhere. The sounds are inscribed in arcane texts and religious works available to spell-users. Only training an practice will allow increased magic capacity, thus allowing more spells to be used."
- E. Gary Gygax, Dragon #33, 1980
In Dragon #16 (1978), Gygax says of his Vancian system, "If it has any fault, it is toward making characters who are magic-users too powerful. This sort of fault is better corrected within the existing framework of the game -- by requiring more time to cast spells, by making magic-users progress more slowly in experience levels." The AD&D Player's Handbook DID take Gygax's misgivings into account, increasing the experience points needed for every level beginning at level 5, reducing hit dice to 1D4, making variable damage by weapon mandatory ("nerfing" the magic-user's dagger), and including casting times and spell components in an effort to slow down the magic-users power potential.
The thing is, these reductions in power are great for campaigns that have been in existence for awhile...say Gygax's own campaign from 1973 with magic-users like Otto and Mordenkainen, or my old campaign magic-users of Lucky, Darkflame, and Arioch. But for beginning magic-users, it's a hard row to hoe.
In considering how to make magic-users "more magical" (the desired result being to make MUs a fun class to play, even at 1st level), I have the following considerations to account for:
- Leave the game balance as un-broken as possible (in other words, the game was designed in its way for a reason; there will be no arms race created by upping power levels)
- No re-writing of game systems (these are add-ons or optional rules; they should work with the rules as written)
- No contradiction of systems already in place (we want to hold true to the spirit of the game; otherwise we might as well be playing a different game).
Having set the ground rules, time to throw down some options.