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A simple houserule for martial/caster balance.
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<blockquote data-quote="Baron Opal II" data-source="post: 8597407" data-attributes="member: 6794067"><p>Not sure. I have to say I have never had a sorcerer in my game, so I haven't had to adjudicate them.</p><p></p><p>So, in 3.x, there was concern over the stealth bomber wizard. By 6th level they had <em>invisibility</em>, <em>fireball</em>, <em>fly</em>, and could craft wands. Furthermore, the choices required to reach that point did not close off all other choices- so the wizard could be a stealth bomber <em>and </em>do other things. In 1e, I did not notice this issue. While wizards of similar level could make wands (at my table with house rules) I didn't have that issue then. I think that this was in part due to the general difficulty in getting a set of specific spells to so such. And, if you did, it would be the only thing you could do. This gets boring, especially when you are playing a class known for its flexibility.</p><p></p><p>(This is a one paragraph summary of a complex issue- yes, there are generalities present.)</p><p></p><p>In 5e, the most effective throttle on a wizard's power level continues to be the contents of their spellbook, and how quickly they are able to gain complementary spells. Especially gaining those spells along with others so they aren't a one-trick caster. After running a handful of games with 5-9th level wizards, I see that letting them gain two spells per level, plus research / buy / loot more trends towards wizard's performance overwhelming the fighters. (Ignoring magic items.) I think if that was restricted, it would control the power imbalance better. I don't recall off the top of my head the level of versatility of sorcerers.</p><p></p><p>(I also think that fighters should have the opportunity to select more ... situationally useful maneuvers as level increases, but that's literally a different thread.)</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8597407, member: 6794067"] Not sure. I have to say I have never had a sorcerer in my game, so I haven't had to adjudicate them. So, in 3.x, there was concern over the stealth bomber wizard. By 6th level they had [I]invisibility[/I], [I]fireball[/I], [I]fly[/I], and could craft wands. Furthermore, the choices required to reach that point did not close off all other choices- so the wizard could be a stealth bomber [I]and [/I]do other things. In 1e, I did not notice this issue. While wizards of similar level could make wands (at my table with house rules) I didn't have that issue then. I think that this was in part due to the general difficulty in getting a set of specific spells to so such. And, if you did, it would be the only thing you could do. This gets boring, especially when you are playing a class known for its flexibility. (This is a one paragraph summary of a complex issue- yes, there are generalities present.) In 5e, the most effective throttle on a wizard's power level continues to be the contents of their spellbook, and how quickly they are able to gain complementary spells. Especially gaining those spells along with others so they aren't a one-trick caster. After running a handful of games with 5-9th level wizards, I see that letting them gain two spells per level, plus research / buy / loot more trends towards wizard's performance overwhelming the fighters. (Ignoring magic items.) I think if that was restricted, it would control the power imbalance better. I don't recall off the top of my head the level of versatility of sorcerers. (I also think that fighters should have the opportunity to select more ... situationally useful maneuvers as level increases, but that's literally a different thread.) [/QUOTE]
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