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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="KidSnide" data-source="post: 5806453" data-attributes="member: 54710"><p>This has been a consistent balance flaw for CaW games, but I don't think it is inherent to the genre. If you want to play a CaW game that is balanced between spellcasters and non-spellcasters, the non-spellcasters need access to resources (armies, spies, political influence) that are outside the normal combat and adventuring. These resources can come through "kingdom" management rules (for a broad definition of "kingdom"), or through rules that provide the resources without requiring hands-on management.</p><p></p><p>Similarly, this kind of powerful out-of-combat spellcasting is only balanced with a hefty time/resource limitation so the spellcasters don't just recruit kingdoms of their own. In other words a tower should be a limitation, not a benefit. It's not that the wizard <em>gets</em> the tower, but that the wizard <em>needs</em> the tower so the wizard can store his difficult-to-procure ritual components and cast 8 hour long spells without interruption.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5806453, member: 54710"] This has been a consistent balance flaw for CaW games, but I don't think it is inherent to the genre. If you want to play a CaW game that is balanced between spellcasters and non-spellcasters, the non-spellcasters need access to resources (armies, spies, political influence) that are outside the normal combat and adventuring. These resources can come through "kingdom" management rules (for a broad definition of "kingdom"), or through rules that provide the resources without requiring hands-on management. Similarly, this kind of powerful out-of-combat spellcasting is only balanced with a hefty time/resource limitation so the spellcasters don't just recruit kingdoms of their own. In other words a tower should be a limitation, not a benefit. It's not that the wizard [i]gets[/i] the tower, but that the wizard [i]needs[/i] the tower so the wizard can store his difficult-to-procure ritual components and cast 8 hour long spells without interruption. -KS [/QUOTE]
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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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