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D&D Older Editions, OSR, & D&D Variants
3.5e Magical Offenders - Most Overpowered Spells & Fixes
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<blockquote data-quote="Empirate" data-source="post: 5616230" data-attributes="member: 78958"><p>"Rule X isn't broken or unbalanced, because you can (and should) always houserule it otherwise". What's the name of this fallacy again? I'm not trying to be condescending here, this is just a mis-argument that has cropped up so much over time it does indeed have a name!</p><p></p><p>Yes, there are potent anti-caster tactics. But from the mid levels on, ALL of these involve casting of a similar or greater power to pull off. Either in the form of counter-spellcasters, or in the form of magic items. There are NO non-magical ways of dealing with powerful magic.</p><p></p><p>Fortunately, that doesn't matter. The game is designed that way, and everybody playing D&D knows that casters are really the thing you can't do without once you reach 8th level or so. That's <em>not a problem</em>. It doesn't even mean casters will dominate the game. It just means you'll need some shape or form of magic going in your group, or everything will become much, much harder.</p><p></p><p>Note that NPCs can fill that slot, providing just the magics your heroic, not-very-magical PCs need, and otherwise shying the spotlight. It's not the tools that make a hero, it's the <em>attitude</em>.</p><p></p><p>A game doesn't need to be balanced perfectly. D&D 4 is (or at least aims to be) perfectly balanced. And you know what? It's <em>bland</em>. It <em>sucks</em>. It's just not <em>magic </em>if everybody and their dog can pull off a trick that's so similar you only measure the difference in damage type or whatever.</p><p></p><p>I've played in a group consisting of a Monk and two Wizards. I've played in a group consisting of a Cleric, Bard, Wizard, and Paladin. I've DMed for a group consisting of a Wizard, Cleric, and Barbarian, as well as another made up of a Druid and a Fighter.</p><p>You know what the Monk in group 1, Paladin in 2, Barbarian in 3, and Fighter in 4 had in common? They were <em>heroes</em>. Sure, they relied a lot on the magical tricks of their companions. But that's fine, they were friends, they were in it together, they were out to save the effin' world together, as a team. There was no need for dick-measuring, or comparing who had done the greatest percentage of work in saving the world. Leave all that behind. It doesn't do anybody any good to overthink these things. Just leaves the mundane crowd bitter about something that isn't even an issue.</p><p></p><p>My favorite game system, Hârnmaster, is so far from balanced it's already fallen over. In the beginning, casters are so weak they need help to get out of bed. After a while, they (potentially) pull ahead so much they can simply do <em>everything</em>. But that doesn't matter if you play a kind of game where this is simply expected.</p></blockquote><p></p>
[QUOTE="Empirate, post: 5616230, member: 78958"] "Rule X isn't broken or unbalanced, because you can (and should) always houserule it otherwise". What's the name of this fallacy again? I'm not trying to be condescending here, this is just a mis-argument that has cropped up so much over time it does indeed have a name! Yes, there are potent anti-caster tactics. But from the mid levels on, ALL of these involve casting of a similar or greater power to pull off. Either in the form of counter-spellcasters, or in the form of magic items. There are NO non-magical ways of dealing with powerful magic. Fortunately, that doesn't matter. The game is designed that way, and everybody playing D&D knows that casters are really the thing you can't do without once you reach 8th level or so. That's [I]not a problem[/I]. It doesn't even mean casters will dominate the game. It just means you'll need some shape or form of magic going in your group, or everything will become much, much harder. Note that NPCs can fill that slot, providing just the magics your heroic, not-very-magical PCs need, and otherwise shying the spotlight. It's not the tools that make a hero, it's the [I]attitude[/I]. A game doesn't need to be balanced perfectly. D&D 4 is (or at least aims to be) perfectly balanced. And you know what? It's [I]bland[/I]. It [I]sucks[/I]. It's just not [I]magic [/I]if everybody and their dog can pull off a trick that's so similar you only measure the difference in damage type or whatever. I've played in a group consisting of a Monk and two Wizards. I've played in a group consisting of a Cleric, Bard, Wizard, and Paladin. I've DMed for a group consisting of a Wizard, Cleric, and Barbarian, as well as another made up of a Druid and a Fighter. You know what the Monk in group 1, Paladin in 2, Barbarian in 3, and Fighter in 4 had in common? They were [I]heroes[/I]. Sure, they relied a lot on the magical tricks of their companions. But that's fine, they were friends, they were in it together, they were out to save the effin' world together, as a team. There was no need for dick-measuring, or comparing who had done the greatest percentage of work in saving the world. Leave all that behind. It doesn't do anybody any good to overthink these things. Just leaves the mundane crowd bitter about something that isn't even an issue. My favorite game system, Hârnmaster, is so far from balanced it's already fallen over. In the beginning, casters are so weak they need help to get out of bed. After a while, they (potentially) pull ahead so much they can simply do [I]everything[/I]. But that doesn't matter if you play a kind of game where this is simply expected. [/QUOTE]
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