Doug McCrae
Legend
You have a point. The problem is the wizard, and the other main Vancian casters - the cleric and druid - have too many spells to select from. So they can go all exploration on an 'exploration day' and all combat on a 'combat day' and be better than the rogue or the fighter.The whole idea of unbalancing classes along combat / exploration / interaction needs to go die in a fire.
Fighters only combat? Rogues only exploration? The Wizard laughs at both of you. Isn't it funny that Fighters and Rogues are supposed to sit around and watch if their non-special element comes up, but Wizards are never required to do that? WTF?
This is one reason why I prefer the sorcerer style of casting - it forces the casters to be 'this' and not 'that', to be about as limited as the fighter and rogue are, and so have to rely on their team-mates. Another advantage is that it makes each individual caster a lot more flavorful. Sorcerers are really what specialist wizards should be, but aren't.
I've lately developed a particular dislike, when playing/running points-based rpgs such as Mutants & Masterminds, of players creating characters who can do everything. Sadly this is all too easy in M&M, by means of alternate powers. They'll go for a very broad theme, which justifies being able to excel at every aspect of the game - combat, movement, healing, investigation, npc interaction - they can do it all, and sometimes better than a character who can only do one thing, due to the vagaries of the system.
It is possible, I think, to create balanced classes that are unbalanced on the triple axis - AD&D fighters and thieves are reasonably well balanced against one another for example. It's the 'one-man party' characters that need to die in a fire, in my view. I hates them!
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