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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="Ridley's Cohort" data-source="post: 5618796" data-attributes="member: 545"><p>Right. I generally agree that being truly balanced is not necessary, even if it were easily accomplished. Of course, it is not easy at all, unless you allow things to become dull.</p><p></p><p>But the next best thing is to have clear areas of expertise. Decide that spellcasters are going be best at certain things and non-spellcasters are going to be best at certain other things. An effective adventuring party will see that learning to rely on each other is the more efficient way to go.</p><p></p><p>That is why I think it is worth really focusing in on skill and mobility emulation spells. At least it is a reasonable start.</p><p></p><p>D&D is the oddball among RPGs in that it stresses Wizards (and to a lesser degree Clerics) as the Super Generalist. If Illusionists were really great at illusions and so-so at other things, and Enchanters were really great at enchanting, etc., etc., there would not be much of a problem because the spellbooks would always have large gaps. Other than the 1e Illusionist, D&D has avoided genuinely meaningful specialization IMO.</p><p></p><p>That is really the problem. While I am of the opinion that the superiority of the Tier 1 classes is vastly exaggerated, nonetheless, the fact every Wizard is potentially good at everything at little cost is always going to the problematic.</p><p></p><p>We should decided what a Wizard should be outright bad at.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 5618796, member: 545"] Right. I generally agree that being truly balanced is not necessary, even if it were easily accomplished. Of course, it is not easy at all, unless you allow things to become dull. But the next best thing is to have clear areas of expertise. Decide that spellcasters are going be best at certain things and non-spellcasters are going to be best at certain other things. An effective adventuring party will see that learning to rely on each other is the more efficient way to go. That is why I think it is worth really focusing in on skill and mobility emulation spells. At least it is a reasonable start. D&D is the oddball among RPGs in that it stresses Wizards (and to a lesser degree Clerics) as the Super Generalist. If Illusionists were really great at illusions and so-so at other things, and Enchanters were really great at enchanting, etc., etc., there would not be much of a problem because the spellbooks would always have large gaps. Other than the 1e Illusionist, D&D has avoided genuinely meaningful specialization IMO. That is really the problem. While I am of the opinion that the superiority of the Tier 1 classes is vastly exaggerated, nonetheless, the fact every Wizard is potentially good at everything at little cost is always going to the problematic. We should decided what a Wizard should be outright bad at. [/QUOTE]
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3.5e Magical Offenders - Most Overpowered Spells & Fixes
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