Papewaio of The Org
First Post
This part of character balance (like the rest) is system & DM determined.
Just as encounters can be made less difficult for a party that is not min-max rollplayers but who are instead roleplayers. The DM can change things with the pacing of the game. Balance it out so that each PC is a star at some moment.
Resting can be countered with:
Encounters, and ones that normally would be easy for magic so that it teaches the players to keep some in reserve.
Mechanics ie you can only rest once a day, you suffer faitgue so you need to rest longer ... remember how tired you get swatting for a big exam, reading and rereading textbooks for hours on end... give your mages a headache.
Storyline ie you have a deadline and resting will make you fail to get there. So no resting after stealing the statue in the temple while it collapeses around you. A tighter pacing has higher tension and makes a game go faster and leads to more intense cliffhangers. Imagine watching Aliens and the marines could go back and restock on their spaceship every ten minutes, it ain't as dramatic.
The other side is mages spells are more important the less magic is available in a supermarket style in a campaign. When everyone can buy mithral chain +2, its no longer special 'magic' it is just regular hardware just as if you went down to your local hardware store and stocked up on off the shelf components. Mages magic is part of a system and it won't look so magical if everyone is equipped with wands, staves, rods and items galore that can spam magic.
The main issue that I have with the article was this:
Just as encounters can be made less difficult for a party that is not min-max rollplayers but who are instead roleplayers. The DM can change things with the pacing of the game. Balance it out so that each PC is a star at some moment.
Resting can be countered with:
Encounters, and ones that normally would be easy for magic so that it teaches the players to keep some in reserve.
Mechanics ie you can only rest once a day, you suffer faitgue so you need to rest longer ... remember how tired you get swatting for a big exam, reading and rereading textbooks for hours on end... give your mages a headache.
Storyline ie you have a deadline and resting will make you fail to get there. So no resting after stealing the statue in the temple while it collapeses around you. A tighter pacing has higher tension and makes a game go faster and leads to more intense cliffhangers. Imagine watching Aliens and the marines could go back and restock on their spaceship every ten minutes, it ain't as dramatic.
The other side is mages spells are more important the less magic is available in a supermarket style in a campaign. When everyone can buy mithral chain +2, its no longer special 'magic' it is just regular hardware just as if you went down to your local hardware store and stocked up on off the shelf components. Mages magic is part of a system and it won't look so magical if everyone is equipped with wands, staves, rods and items galore that can spam magic.
The main issue that I have with the article was this:
It seems that their design principle has gone from making characters for players who are long term planners who can delay gratification to ADD kids who need fun now now now! Who IMDHO aren't the best choice of party mage in the first place.There was also a balancing mechanic inherent in the system that we didn't care for. It was deliberately set up so that spellcasters were more powerful than other classes at higher levels, and were less powerful at lower levels. You had to slog your way (and find a way to survive) through wizard levels 1 to 4 or so before you got really good stuff at level 5. This "delay of the fun" is a poor design choice.