How does that break the game? The wizard contributed to the outcome and so did the other PCs.
It's Ars Magica. The wizard solved the encounter then sent the other PCs in with mop and bucket to be the cleanup crew after things were resolved. That's a hireling's job.
Ah. It's broken because the players did something that didn't conform to the GM's plan. Gotcha. I don't do a lot of railroading, so this isn't a problem I run into.
*eyeroll* No. That would be when the spellcasters deal with the dungeon with
earthquake or
teleport without error or
scry (or a scry and fry) to fix problems.
So the wizard is completely dominating the encounters to the point where other characters aren't contributing, but the barbarian is still somehow losing all his hit points? How does that work?
The Barbarian has less longevity than the wizard. Not none. When he starts to take the lead he'll go down.
So the Batman Wizard has a limitless supply of magic perfectly suited to every possible opponent but the cleric can't even make a wand of cure light wounds?
Nice strawman. The cleric is about as strong as the wizard and the druid. It's the caster vs non-caster balance that's the problem in 3.x not the wizard vs cleric balance. And the Batman Wizard's magic is not perfectly suited to every possible opponent. He doesn't have Q backing him who is able to say "You will need these gadgets and no other." And for that matter he doesn't normally have a can of bat-shark repellant. What he has is spells that are useful against a broad spectrum of foes. There are four basic defences against magic. Fort, Ref, Will, and SR. Eyeball the foe to pick which defences will be high. Then pick from your prepared spells on that basis. Both spells I mentioned will ignore SR (conjurations normally do). Both have a wide range of targets (Glitterdust on anyone with a low will, Evard's on anyone medium sized who isn't a bodybuilder (it'll outgrapple a monk with Improved Grapple)) so claiming perfect prep doesn't hold water. And both are area effect Those are two prepared spells
because they are useful in a wide range of circumstances. Not perfect - but good enough. As for your claim about unlimited magic, you don't. But you don't need much magic per fight - that took one 4th level spell and one second. At 9th level you have two
fifth level spells , three fourth, and
five second (including stat mods - and no specialisation). Scaling up that's four fights you could trivialise in a day quite easily.
This is looking more and more like a
giant spherical cow to me.
If you can't tell a spherical cow from a kangaroo (may look wierd and sound strange but they exist and many people have witnessed them and there are photographs) then that's your affair.
Your point is that you have to change the rule system in order to change the rule system?
No. My point is that if you change the rule system
you aren't playing the actual rules. And that you needed to change the rules system shows what the problem is.
If you want to say "I don't want PCs to be able to casually fly and D&D doesn't support that out of the box" or any variations on the same, I don't think anybody would disagree with you. But saying "D&D doesn't support space opera out of the box" shouldn't lead one to the conclusion that "D&D is broken".
Again, nice strawman. If you want to say "I don't want to have a party with BMX bandit and angel summoner" (literally in the second case) and that D&D supports this,
that leads to the conclusion that D&D is broken. It's not about the casual flight. It's about the casual flight on one side and the sole ability being to swing a sharp piece of metal moderately hard on the other.
There is nothing wrong with Exalted as an RPG. There is nothing wrong with GURPS as an RPG. But mixing Exalted characters and 100 point (3e) GURPS characters is going to lead to an odd experience. 3.X goes beyond that. It not only mixes the two,
it claims they are the same power level.