Fighters vs Wizards - A New (?) Look at Balance...

gambler1650

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So, this is an age old topic (if there had been online forums back in OD&D it probably would have been one of the first threads). In a nutshell, wizards' power increases quadratically while fighters' power increases linearly.

I admit however, that I have little experience in this because most games I've played rarely get into the middle, let alone high levels, so this has never seemed much of a problem. There have been new RPG systems that attempt to fix the problem and from some accounts, have done a pretty good job at it (Adventurer, Conqueror, Kings; Dungeon Crawl Classics). But I wonder if we aren't looking at the wrong aspects of balance, which appears to be "How much damage can my character dish out?"

Since I haven't done much with mid to higher levels as a player, I'm curious about one major question.. Let's assume a party of 4. Would 4 wizard types be able to handle most encounters by themselves, as opposed to having a couple of fighter types in the party to protect them? It's obvious that they need fighters to protect them early in the game, otherwise they never get to be powerful...

How about over a long term period (such as a deep dungeon delve - y'know, the original type of gameplay)? It seems to me, that perhaps much of the balance in the earlier versions of the games might have been as much due to the type of game style. If your party goes into a dungeon and STAYS there for any length of time, your wizards will probably find themselves depleted of spells at some point and need to rely on the fighters for protection until they can find a safe place to rest. Sure, the party could do the safe thing and retreat back to town when the wizard runs out of spells.. but this assumes a static dungeon setting which doesn't change. One thing I love about Anomalous Subsurface Environment and other living dungeons, is that if the party lollygags and takes it slow, they will lose out to other NPC adventuring parties. This pushes them to be a bit more aggressive, and presumably stay in the dungeon when the Wizards might be depleted.

And of course, there could be dungeon elements that confuse, teleport, block exits, so that the party is forced to stay down longer than they would like to. I'm a big fan of those.

I guess my main thesis is: Wizards are unbalanced compared to Fighters in many of today's games because the style of gameplay has changed to permit slow, methodical, piecemeal exploration of dungeons where PCs get to rest and recover spells whenever they feel they need to - and dungeons may not necessarily be the main gameplay style at all for some groups.

While writing this, and thinking of how time pressures might even things up a bit... What would be a really cool way to do this would be to have one campaign with two different adventuring groups set in the same area. Nothing would make an adventuring party explore a dungeon just a little longer than seeing another (PC) party come back to town with some cool swag that they could have had instead... or be getting more acclaim... etc.

Thoughts?
 

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Honestly, I've never had this issue in any of my games - the whole spell caster dominating everything issue. From everything I have seen, the arguments and situation wholly depend on the fact that the spell caster has exactly the right spells for exactly the right situation. Yeah... No, that has never lined up that way at my tables. There have been times where they have been close - but still, the fighter or barbarian normally has to keep the heat off the spell caster.

Otherwise, as to the other point of timing, that has everything to do with play styles. There are often arguments about the "15 minute adventuring day", which again, at my tables, I have never seen. But as a whole, the argument is that spell casters can just rest and reload after expending all their biggest spells in an encounter - thus being overly effective and sidelining the other classes. Again, that assumes that rest is possible, that the party gives in to that resource having been expended, that the expendature was worth-while, and a variety of other elements that is a direct result of the GM and player's play style.

I guess where that all goes is that every table is a little different and while some may have these issues, others do not. The gameplay and styles at the table is truely what makes the difference - thus a solution for one table, is not a solution for another table.
 

Its not just about dealing Moar Damage, wizards have the ability to subvert or avoid obstacles with spells like invisiblity, wizard eye, esp, dominate, teleport and many, many more spells.

I've come close to having problems with spellcasters, but I've never had a game overthrown by a spellcaster. I find dungeons are far easier to contain spellcasters, but its not always feasible to put time pressure on an adventure, and that can give a lot of power to spellcasters who can either refresh or rearrange their spell lists.

There's no easy answer to the "problem", but the more in-line the classes are to each others power level, the harder it should be to tip things to favor one too much over to the other.

Personally, I'd like to see 4th level spells and above be far less available than in older editions.
 

I pretty much agree with BriarMonkey. I personally have never seen the quadratic wizard in my games and we have gotten into pretty high levels. Hell, once my player characters just made epic level characters for fun... one a monk the other was a wizard. And they fought because we were bored. If I recall correctly the monk won. I remember there was some crazy teleporting, plane anchoring... and many other DBZ type things... it was insane but good fun.

But yeah, I havn't seen the 15 minute adventuring day either. I suspect most of these things are theoretical, while certainly they can be done, if you have a DM that's competent and actually says NO to things that could derail the campaign then most people are alright playing.
 

Your thesis is largely correct. The game itself is balanced on the strategic adventuring day. If there are many encounters a party must go through, the wizard must ration spell use to ensure all of the encounters are defeated. Not every DM is aware of this or is willing to engineer stories where this is the case.

The higher leveled you are, the easier it is to break things with magic. What really breaks magic is using it very intelligently. Using the right spell at the right time will win you fights you had no business of winning. There is also utility to think about.
 

I play primarily AD&D and 2E, and I've never really had a problem with imbalance either, though admittedly 12th level is about as high as I go. Sure the wizards get fun spells, but even the fighters usually have the ability to use some cool magic through magic items.

IMO the biggest problem with fighter/magic-use imbalance came when 3E drastically reduced vulnerability to spell interrupts. Prior to this it was more about teamwork. Yes the magic user is going to fry all the baddies, but if the fighter can't keep the enemies off the magic user so he can get his spell off, the party's all going to die. Both had essential, though different roles.
 

snip ...I guess my main thesis is: Wizards are unbalanced compared to Fighters in many of today's games because the style of gameplay has changed to permit slow, methodical, piecemeal exploration of dungeons where PCs get to rest and recover spells whenever they feel they need to - and dungeons may not necessarily be the main gameplay style at all for some groups.

While writing this, and thinking of how time pressures might even things up a bit... What would be a really cool way to do this would be to have one campaign with two different adventuring groups set in the same area. Nothing would make an adventuring party explore a dungeon just a little longer than seeing another (PC) party come back to town with some cool swag that they could have had instead... or be getting more acclaim... etc.

Thoughts?

I don't agree that gameplay has changed to permit slow, methodical dungeon exploration. If anything the increase in PC power/survivability over the editions means that players can be more reckless these days than ever before.
Despite older style play sometimes being seen as all about kicking in doors, kiling monsters and taking their stuff. Doors were usually only kicked down after making sure the other side was empty as well as examining it for traps first.

With less resources it was even more important to back out of dungeons anytime things looked even remotely bad for the party ( or risk TPK). There is an excelent thread over on RPG.net detailing a parties trials as they attempt to reach level 2 using OSR B/X rules. PC attrition is brutal. With Magic users having 1 spell per day and clerics with 0 and the average HP hovering around 3 once the mages cast their spell the party grabs the loot and GTFO.

I guess in this way fighters and wizards were balanced. They could both die from getting hit by a stiff breeze.

I did notice one important element that kept things very unpredictable and even today would prevent parties from novaing all the time and that is wandering monsters. Just because you cleared a room once doesn't mean it has to stay that way.
 

The balance, if there really is one, is in the components needed for higher level spells. Spells shouldn't be able to cast all day every day, especially if there is a large effect on combat or what have you. If you are throwing waves of monsters at the group then maybe it is a little better to allow certain spells to be cast more, but components shouldn't be everywhere just laying around.
 

One way that the overall power of casters could be brought down is instead of having spells slots for each level of spell it could be set up so that spell slots are generic but the level of the spell signifies how many slots are needed to memorize the spell. So say if a wizard started with 2 slots + level by 20th level they could only memorize 2 9th level spells and a couple low level ones or however the wizard felt like allocating the slots.
 

Balance aside, what I hated about wizards is that they can replace any class (except healers) with ease. This is way I shift+deleted the class from my game and written an entirely new way of magic. We never had problems since :D
 

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