Tony Vargas
Legend
I suppose the trajectory of the Wizard's power might be hyperbolic....And you're accusing me of hyperbole? BTW the linear Ftr / Quad Wiz argument is by its very nature hyperbolic,
I suppose the trajectory of the Wizard's power might be hyperbolic....And you're accusing me of hyperbole? BTW the linear Ftr / Quad Wiz argument is by its very nature hyperbolic,
Ok, you are right... against magic he is not the best. But overall his saves are great.A lot gets said about fighter saves in 1e/2e, but how many of you have really compared them? Overall, they have the best saves in the sense that they have or tie for the best saves more than any other character (the wizard, however, is very close behind him).
But for the first 8 levels, the fighter's saves are among the weakest or tie for the weakest as well. So that fighter isn't really shrugging off the wizard's spells any more than anybody else for a significant chunk of his career. He makes up for it for a while because of his fast save progression (every 2 levels) and because he hits his apex sooner than any other class (17th level compared to 21st). But for the levels when most people are actually playing 1e/2e characters (the first 10 levels or so), he's more vulnerable to spells than most other characters.
That doesn't mean that wizards and other spell casters are as powerful with their spells in 1e/2e as they are under the 3e save DC setting system and standard action casting times. In many ways they are not. Casting times and weapon speeds in 2e make getting off higher levels spells harder than in 3e. That limits the power a wizard can effectively bear on a regular basis. The basis of saving throw targets on the target's level/hit dice and range (all under 18 on a d20 and getting progressively easier as the target's might increases) also keeps the wizard less powerful compared to his target while in 3e his power tends to outstrip his target. Save or sit spells were a much riskier prospect in 1e/2e as far as being wasted actions than in 3e since the wizard could do very little to improve his odds of succeeding with them. In 3e, he can take feats, pump up his intelligence, cast a higher level spell, and fairly easily target a weak save that's not keeping up with the spell's level.
And he is not lagging that much behind in the spell save department!
I think part of the point of 5e is not to pick a direction, but to support many diverse styles.
I remember the combat as war/sport thread, and I didn't find the implied superiority of one over the other a very compelling idea.
I'm sorry, but how are all 4e characters 'machines?' I've had a good time RPing a number of character under the system, and never felt I was running a robot. What exactly are you driving at?
I'm not sure how that applies here, though. The fighter described my Mr. Mearls is very much the classic AD&D fighter.
Well, if you can't hit interesting, flavorful, balanced, /and/ "Combat as War," maybe that says something about "Combat as War" as a litmus test for a game.
Why is it only a problem for the Fighter, though? The fighter is a straightforward enough archetype, and in fiction and legend often does some very remarkable things. Magic is a lot less consistent in genre, most often being very narrative in nature - wizards provide exposition, plot-enablement, and the occasional deus ex machina; evil sorcerers provide fearsome foes that are overcome in profoundly plot-driven narrative ways - all tropes very much at odds with CaW.
No, it's more a crypto-edition-war thing.
I suppose the trajectory of the Wizard's power might be hyperbolic....
The key thing is that giving people Combat-As-War centric abilities doesn't promote Combat-As-War. What it promotes is "The most dangerous game" - with the effect of the combat as war abilities to be to arm the people with them with night vision goggles, camo-suits, bullet proof body armour, and either assault rifles or sniper rifles. Hunting other people armed with swords or bows and arrows. Yes, you may kid yourselves in a warzone. But unless you're playing Fantasying Vietnam against enemies who resemble Tucker's Kobolds and use low cunning and sheer viciousness to make up for a lack of special Combat As War abilities, you are for all practical purposes just playing a particularly vicious version of Combat As Sport.
If you want Combat as War, the agregate enemies need to be massively more powerful than the PCs to the point PCs need to fight asymmetrically. And giving the PCs force multipliers (as Combat as War spells are) takes the threat out of the supposed superiority - you can almost always be sure of superior force at the given point. So for a good CaW experience, take most of the CaW toys away or they themselves will turn war into a sport.
maybe to encourage hiding very well when going into the dragon´s hoard...That's partly the point of having the limited range of save targets in 1e/2e. Nobody is lagging that far behind! Except the thief and his saves vs breath weapons. I can't figure out the point of that one at all. Of all of the 1e/2e saves, the thief's table is the worst and the save vs breath weapon head-scratchingly bad.
Nod. I supsect it isn't. But, then, I didn't think it'd bee possible to balance fighters & wizards in D&D, and 4e went and did it. So I have a record of being pleasantly surprised.I agree. I'm not sure how they do that with such a core part of the game, but I suspect its possible.
I'd hesitate to claim a 'general agreement' around here.I think there's general agreement that starting from simple and adding complexity is the way to go. I think its an open question whether there is a similar "direction" between CaW and CaS.
Nod. He also gets the gas chamber.I'm only speaking of superiority in effect, not RP experience. You can be a great fighter in the ring, but the guy who sneaks up on you with a shotgun still wins.
Magic was often 'broken' yes.My original point was that in earlier editions, magic was the shotgun.
There is nothing inately in-character 'CaW' about broken or overpowered or badly-written magic systems. Yes, they make the metagame take on a 'CaW' feel, as everyone scrambles for the most broken thing, and the game devolves into a sort of arms race.I was expressing my opinion that most of the things that you can do to make D&D's abstract combat system more interesting for the fighter tend to be CaS. If magical combat effects in 5e go back to more CaW effects (Stopping Time, Holding, flat out Save or Die, etc.), then I suspect the LFQW problem will resurrect itself. Hopefully, I'm wrong.![]()
They were intentionally designed to be balanced. Balance supports both styles. Imbalance only suports metagaming, and makes it boring into the bargain if the imbalance is extreme.4e Characters are CaS machines because that was how they were intentionally designed, its one of 4e's selling points.
Every edition has had it's hold-outs. 3.5 just had the SRD and Paizo waiting to cater to those hold-outs. That's the only difference between the rejection of 4e by 3.5 hold-outs, and the rejection of 3e by AD&D hold-outs.And, just to be clear. THAT ISN'T INHERENTLY A BAD OR GOOD WAY TO PLAY D&D. However, the fact that 5e is even attempting to "reunite" the player base or whatever-ya-wanna-call-it, indicates that that didn't go down so hot with the D&D public as a whole.
That would be awesome.Maybe, but I'm not sure who's using it as a litmus test for a game. Part of the mechanical design issue is that a lot of CaW takes place outside of combat (sabotage, setting up ambushes, subverting allies, etc.) So, to some extent, CaW is served by making the Fighter more viable in the other pillars.
Oh, I mostly agree with you here, and its part of my point. The fundamental problem with the way D&D has traditionally viewed Wizards....as PCs/protagonists. Wizards as anything but a Deus Ex Machina or villain are a relatively recent phenomenon in genre, IMO. So, in a fairy tale, a grumpy enchantress turns you into a frog until you get a kiss from a princess. That's not Combat as anything, but take away the narrative context, and Polymorph is suddenly a CaW effect.
I'm not sure I'd agree. Magic when it's being used on the protagonist's behalf by a supporting character is often that way, because the story has to be about the protagonist, not the magic that let him easily win through. When magic finally makes it into the hands of the protagonist, it often becomes much more reliable and understandable, and much less powerful. If it remains powerful, it's generally also in the hands of all the protagonists 'real' foes, and also any allies or co-protagonists in an ensemble.Magic in narratives where the Wizard is the protagonist tends to be much more limited, unreliable, and often has tremendous "backlash" of one kind or another.
Very true. The AD&D caster was barely-playable. The demand of healing on the Cleric kept it from being anything but support, the physical weakness and profound limitations on casting made it hard for the magic-user to contribute consistently (or at all at all levels). 3e took note of the problem and made magic more useable and consistent, as required to model a 'protagonist,' and thus also more playable. It just failed to dial down the power to match, and the result was the optimization tiers and endless 'Fighter SUX' threads on the WotC boards.3e made magic much more reliable and removed almost all the "backlash" from previous versions...exacerbating the LFQW problem.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.