GnomeWorks
Adventurer
Psion said:I didn't say all the encounters. Casters have to have their moment, too. And I believe the inherent balance of limited high level spell slots keep wizards from dominating in a way that numerous critics in this thread suggest.
Fair enough.
As I mention in one of the spin off threads, my guiding principle in setting design is that no power remains in power without possession or aid of magic. So in my setting, this is not a problem. There is no marauding orc warlord without a shaman or a wizard or demon manipulating him from behind the throne.
Ah, see, here, you and I disagree. I don't like heavy magic like that. Some places, sure, but it shouldn't need to be everywhere.
I really liked Iron Heroes for this very reason.
Again, use selectively. This is a trick that Cordell and Cook stressed many times in their tenure. Design adventures to REQUIRE special capabilities, not to foil them. Above you alude to the classic scry/buff/teleport. I wouldn't let that always work, but when it does, is the wizard going to go alone? I hope not. Let's not pretend this is just the wizard's game.
Perhaps I just haven't designed enough encounters to know that this is a good idea, but it sounds like a good one.
As mentioned above, having encounters make sense is a guiding design principle to me. You aren't violating this principle if you let opposition leaders use magic. You are violating it if you are not.
Going with your assumption, sure. But again, I don't like a whole lot of magic flying around. Doing that is a good way to cheapen the feel of magic.