D&D General Chris just said why I hate wizard/fighter dynamic


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I want one class (okay two with rogues) that doesn't by default rely on magical or supernatural abilities. There are plenty of options if you don't like mundane. The bóok is overflowing with them.

It doesn't matter if they get mystical powers at level 10, I don't want them to ever have them unless I decide on a specific archetype or multi-class option.

Is the old school solution to have recruited an army (or at least bevy of followers) to help once you start plateauing?
 




One day and 26 pages later. So I haven't been able to read all the posts...

4E existed. It did exactly this, and you could certainly keep playing into high levels. Fighters had big nova abilities, casters were nerfed, and key spells were made rituals, that were costly to cast. (Rituals and creative magic items were key to keeping a zany D&D feel).

And the market spoke.

Some players don't always feel like playing a magic user. They want to use a big axe or a bow and be really good with it. And tough, and skilled, and resilient and do cool things. But they don't want to be a magic-user. and they aren't interested in too many bells and whistles on the character sheet.

And most D&D groups want to have those moments were someone cast that game changing spell. Its fun.

It may be hard, but I think these things just have to be reconciled.
The maximum you can have in a stat increases by one for every two Fighter you have. Starting at level14, you gain another ASI at every level. Does that work for you?
 

So, seriously. I haven't played one in 30+ years, but how do super-hero games deal with the difference in power level between the high and low?

[And, so as not to waste another post, is Iron Man an Artificer then?]
 


So, seriously. I haven't played one in 30+ years, but how do super-hero games deal with the difference in power level between the high and low?
There are three options:

1. They don't. Characters are random and/or unbalanced. The DM has to figure out spotlighton their own, like a comic writer.

2. The game uses a point system, so everyone actually is (theoretically) balanced.

3. Characters are technically unbalanced but narrative rules in the system close the gap for you.
 

It's really not even a system issue. It simply is logically impossible to balance Doctor Strange with a real world mundane person.
I dont really think Doctor Strange needs to exist until very late levels, and I 100% believe Magic Items need to be assumed at such a point, AND I believe Fighters need to be better delivery systems for those items, than non-mundane Classes.
 

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