Dungeons & Delvers Deep Dive Review, Part 3
Bruce has arrived at classes, starting with the wizard and barbarian.
Some answers and commentary (you'll need to watch the review for full context):
While many spells are pulled from Dungeons & Dragons, they function differently to varying degrees, and there are no minimum level requirements: you just have to meet the Talent/Spell requirements, and be able to afford the Drain cost (or willing to risk falling unconscious or dying).For example, Fireball starts out dealing 3d6 fire damage to a 10-foot radius and imposing the Burning condition. A human can easily take it at 1st-level, but the base Drain cost is 1d6 (probably going to wipe out your starting Willpower in one shot), and if you want to get it to 2nd/3rd Edition levels you'll have to suffer even more Drain.
You can also get Meteor Swarm at 2nd-level, but the Drain cost will almost certainly knock you out or even kill you, and it's nowhere near as awesome as in, say, 2nd/3rd Edition (base damage is 2d6 per meteor). You really gotta pour on the Willpower points in order to get those numbers up.
He mentioned having an issue with barbarians hating magic users in 1st Edition AD&D. While we didn't include that, there is a Talent barbarians can take called Superstitious, which grants Assistance on checks and saves made to notice and resist harmful magic (doesn't make your character hate anyone, though).
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