icedrake said:
I agree here. If you keep spell casters as is, there's no reason not to play one, heck, it lets the fighter/mages to being pretty more
If you take a look at all of the base classes of the ENTIRE game, how many are non-magical?
Of the 50 base classes 10 are nonmagical, leaving 80% of the classes essentially variations of FIghter/Mage.
80%!
icedrake said:
How much house-ruling do you make on the modules? How many times do you fudge the dice rolls for your players in a given game? How many have died?
We use action points and the players have to 'think' before they act
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
I don't fudge dice rolls (and our group falls well below the death range actually from an earlier poll I ran on "how many deaths per campaign). It's just like in regular D&D except they have to think outside the rulebook, rather than to look up a spell or have an instant solution magic item.
Don't get me wrong, I LOVE being addicted to magic item power proliferation as much as the next guy and I LOVE being in the high level party where I don't really have to participate if I don't want to (because someone else always has a MI or spell to solve any given situation).
You guys are going to crap your pants when you hear this, but one of the "tank fighters" in the group has a 22 AC and he's 15th level. I know..I know..it's waaay too high
In regards to modifying scenarios, we're currently playing Age of Worms. I don't change monsters except to make 90% of them appear human and the other 10% I make them appear as something wth tentacles and horror or watever (long story..it's Hyboria). I dont' typically need to change any stats, but there ARE IN FACT TIMES WHERE THE CR, as the other poster said, is unreasonable. In that case, I just use the "scaling the adventure" sidebar. Ironically though, most of the adventures, the PC's are lower level than what is listed..by that I mean the PC's were 4th level and the adventure was for 5th level characters.
I'm beginning to wonder if all the extra levels in the non-spellcasting classes isn't balancing the game AGAINST magic classes. Perhaps magic classes are WEAKER than we think and maybe it's THEM that need the magic items more than the non-magical classes.
I get the impression that the adventures would be way too easy if you had a syringe-boat-load of magical addictions and were going through at the proper level. What's the deal? Has D&D become too easy and comfy with magical items? Have the rest of you had the same experiences with Age of Worms with "normal" amounts of magic items an PC's at the "proper" level?
jh