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General Tabletop Discussion
*Dungeons & Dragons
5th Edition -- Caster Rule, Martials Drool?
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<blockquote data-quote="KarinsDad" data-source="post: 6362221" data-attributes="member: 2011"><p>Actually, I wonder why people see the necessity to sprinkle such abilities through the mundane classes and have these mega-discussions about spellcasters being so versatile/powerful and martial characters being so limited.</p><p></p><p>It's a shared game experience with cooperative players. Yes, the player of the wizard gets to decide who teleports and to where once he reaches level 9, but still, its not like the wizard can go off and adventure by himself. When he teleports, its often with a party goal in mind and often with the rest of the party. Its not like the fighter isn't usually teleporting with him.</p><p></p><p>People lose their minds over this "lack of balance" and search for ways to beef up the martial types. Gotta a little clue for those people. The martial types are already balanced. They are better at some things, spellcasters are better at other things. Not too dissimilar to women and men. Different types of power, different types of versatility, different capabilities, different ways to achieve goals.</p><p></p><p>But in an FRPG, it tends to be a cooperative goal, so both groups end up supporting the other group, and filling in the gaps. Just like men and women.</p><p></p><p>Even out of combat. This talk of out of combat utility is a bit nonsensical. Rarely does the wizard charm the shopkeeping, the paladin sweet talks him. Rarely does the sorcerer fly the party across the gorge, the party tends to use ropes, possibly with the sorcerer flying the first rope across.</p><p></p><p>If D&D were so unbalanced, the game would not have survived for 4 decades. There are hundreds of games that have been introduced in that time frame, some of them RPGs, that have fallen by the wayside. Sure, high level play can get a bit out of hand, but some of us have played at high level and the game still works. It's still a shared cooperative player experience.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6362221, member: 2011"] Actually, I wonder why people see the necessity to sprinkle such abilities through the mundane classes and have these mega-discussions about spellcasters being so versatile/powerful and martial characters being so limited. It's a shared game experience with cooperative players. Yes, the player of the wizard gets to decide who teleports and to where once he reaches level 9, but still, its not like the wizard can go off and adventure by himself. When he teleports, its often with a party goal in mind and often with the rest of the party. Its not like the fighter isn't usually teleporting with him. People lose their minds over this "lack of balance" and search for ways to beef up the martial types. Gotta a little clue for those people. The martial types are already balanced. They are better at some things, spellcasters are better at other things. Not too dissimilar to women and men. Different types of power, different types of versatility, different capabilities, different ways to achieve goals. But in an FRPG, it tends to be a cooperative goal, so both groups end up supporting the other group, and filling in the gaps. Just like men and women. Even out of combat. This talk of out of combat utility is a bit nonsensical. Rarely does the wizard charm the shopkeeping, the paladin sweet talks him. Rarely does the sorcerer fly the party across the gorge, the party tends to use ropes, possibly with the sorcerer flying the first rope across. If D&D were so unbalanced, the game would not have survived for 4 decades. There are hundreds of games that have been introduced in that time frame, some of them RPGs, that have fallen by the wayside. Sure, high level play can get a bit out of hand, but some of us have played at high level and the game still works. It's still a shared cooperative player experience. [/QUOTE]
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