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*Dungeons & Dragons
Casters vs Martials: Part 2 - The Mundane Limit
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<blockquote data-quote="Scars Unseen" data-source="post: 8493857" data-attributes="member: 10196"><p>I'm not sure I really agree with that. It's <em>a</em> solution, sure. I wouldn't call it a complete solution. I think that if non-magical characters are to play on a level playing field with D&D's current interpretation of magical characters, there are fundamental aspects of the game that need to scale to match. Likewise, for a better realized heroic style play, you could get away with simply making less powerful magical classes in general, but I wouldn't say that on its own would be a great fix.</p><p></p><p>At the very least, the DMG would need to explain the different power levels and which classes work well played at the same table, and which ones don't. Going further, using the idea I posted above, instead of having to design completely different classes (which would quickly crowd out design space if you were trying to give sufficient options for all tiers of play), you could still have your "basic" classes, but then have class features designed for one tier or another, letting each table decide what fits and what doesn't for a given campaign. You could also go with options like TSR-style hit die limitations for lower tiers at higher levels or design a feature to boost lower levels for an epic tier campaign.</p><p></p><p>I know a lot of focus here is on how to make the martial classes more epic, but to look at it from the other direction, you don't need a separate arcane class to make a lower powered wizard. Just limit the epic spells to epic tier games and maybe limit the number of spells they get, and you're pretty much there. Likewise, it's possible to take the same basic concept for a martial class, and then add new abilities for epic tier playstyle. Not exclusively; there's definitely <em>room</em> for more classes specific to one style or another. But there's a lot of levers to pull. No need to lean on only that one.</p></blockquote><p></p>
[QUOTE="Scars Unseen, post: 8493857, member: 10196"] I'm not sure I really agree with that. It's [I]a[/I] solution, sure. I wouldn't call it a complete solution. I think that if non-magical characters are to play on a level playing field with D&D's current interpretation of magical characters, there are fundamental aspects of the game that need to scale to match. Likewise, for a better realized heroic style play, you could get away with simply making less powerful magical classes in general, but I wouldn't say that on its own would be a great fix. At the very least, the DMG would need to explain the different power levels and which classes work well played at the same table, and which ones don't. Going further, using the idea I posted above, instead of having to design completely different classes (which would quickly crowd out design space if you were trying to give sufficient options for all tiers of play), you could still have your "basic" classes, but then have class features designed for one tier or another, letting each table decide what fits and what doesn't for a given campaign. You could also go with options like TSR-style hit die limitations for lower tiers at higher levels or design a feature to boost lower levels for an epic tier campaign. I know a lot of focus here is on how to make the martial classes more epic, but to look at it from the other direction, you don't need a separate arcane class to make a lower powered wizard. Just limit the epic spells to epic tier games and maybe limit the number of spells they get, and you're pretty much there. Likewise, it's possible to take the same basic concept for a martial class, and then add new abilities for epic tier playstyle. Not exclusively; there's definitely [I]room[/I] for more classes specific to one style or another. But there's a lot of levers to pull. No need to lean on only that one. [/QUOTE]
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Casters vs Martials: Part 2 - The Mundane Limit
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