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General Tabletop Discussion
*Pathfinder & Starfinder
A simple fix to balance fighters vs. casters ?
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<blockquote data-quote="ExploderWizard" data-source="post: 5657313" data-attributes="member: 66434"><p>Magic in D&D has always been characterized as a powerful force capable of things that normal people cannot readily duplicate, thats why it seems <em>magical.</em></p><p> </p><p>D&D classes were designed to make different contributions to the overall adventure. It was not assumed that the adventure began and ended with the combat round. </p><p> </p><p>While very powerful, originally D&D magic was not really <em>easy </em>or <em>reliable. </em>While a high level magic user could really "shake the pillars of heaven", the combat rules as written made this very difficult to pull off. The fighter OTOH was a stable reliable source of combat power. </p><p> </p><p>Fixing things therefore requires decisions to be made about what kind of game you want. If you want everyone to be somewhat balanced in combat performance then try a 4E style. If you want magic to remain distinct from the mundane then limit its ease of use and reliability rather than raw power. </p><p> </p><p>1) Remove turn based initiative and make casting time matter. </p><p> </p><p>2) Scrap the economy of cheap plentiful consumable magic items. Of course a wizard will have a magic solution for everything if he can stuff his pockets full of wands and scrolls at the local dime store. Why choose spells carefully? Get trinkets to handle the boring utility stuff (since the save DC doesn't matter) and load on BOOM for the memorized stuff.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5657313, member: 66434"] Magic in D&D has always been characterized as a powerful force capable of things that normal people cannot readily duplicate, thats why it seems [I]magical.[/I] D&D classes were designed to make different contributions to the overall adventure. It was not assumed that the adventure began and ended with the combat round. While very powerful, originally D&D magic was not really [I]easy [/I]or [I]reliable. [/I]While a high level magic user could really "shake the pillars of heaven", the combat rules as written made this very difficult to pull off. The fighter OTOH was a stable reliable source of combat power. Fixing things therefore requires decisions to be made about what kind of game you want. If you want everyone to be somewhat balanced in combat performance then try a 4E style. If you want magic to remain distinct from the mundane then limit its ease of use and reliability rather than raw power. 1) Remove turn based initiative and make casting time matter. 2) Scrap the economy of cheap plentiful consumable magic items. Of course a wizard will have a magic solution for everything if he can stuff his pockets full of wands and scrolls at the local dime store. Why choose spells carefully? Get trinkets to handle the boring utility stuff (since the save DC doesn't matter) and load on BOOM for the memorized stuff. [/QUOTE]
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A simple fix to balance fighters vs. casters ?
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