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*Dungeons & Dragons
An examination of the cost of magic.
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<blockquote data-quote="Sekhmet" data-source="post: 6069430" data-attributes="member: 97602"><p>This post serves to share the observations I've made in my latest campaign, the details of which are; D&D 3.x, all source books available for use, must use the most recent errata or version of any text, all discrepancies decided by the DM at the table (no arguing during the game), if you didn't say it then you didn't do it, all spells prepared/spell lists to be written down and given to the DM at the beginning of each game day, no bonus spells from high ability scores, everyone starts at level 1, everyone uses 28 point buy, no LA races.</p><p></p><p>The party consisted of one CG Cleric, one experienced Wizard (utility), one Sorcerer (blaster/buffer), one Rogue, one Barbarian, and one Crusader.</p><p></p><p>My observations are as follows;</p><p></p><p> 1) The Wizard and Cleric ran out of spells. Frequently. Especially before level 7. </p><p> 2) After level 5, the Sorcerer began running out of spells more frequently.</p><p> 3) Towards level 10, all casters began slow playing their magic for more important roles. </p><p> 4) The Wizard (lv9) took Craft (Wand), although it was not a part of his original build. </p><p> 5) The martial classes dominated much of the combat from lv1 to lv7.</p><p> 6) There was more downtime during and between adventures.</p><p> 7) The Sorcerer constantly bemoaned the fact that he didn't pick Artificier or Warlock.</p><p> 8) The Cleric found that the majority of his spells were going to healing, instead of buffing (as was his original intent).</p><p> 9) The Barbarian (rageaholic) died six times by lv10.</p><p> 10) The Rogue's UMD score became more important than it traditionally is.</p><p> 11) Although the Crusader and Barbarian were not played by experienced players, the party agreed that they were integral to unit cohesion.</p><p> 12) The Sorcerer felt less than useful after level 10.</p><p> 13) The Wizard and Cleric felt less useful than usual, but still enjoyed the game and are interested in trying new, similar characters under the same rules.</p><p> 14) The martial classes rarely felt outshined by the casters.</p><p> 15) The casters generally agreed that the martial characters felt more important than in normal games.</p><p></p><p></p><p> This more or less agreed with my assumptions, except that I had assumed the Sorcerer would have felt the most useful and important member of the group.</p><p></p><p> In closing, I encourage you to try a game in which bonus spells from high ability scores are removed. It was a big hit, and very effectively reduced the overall power of the casting classes present, without making them feel useless or under appreciated.</p><p> At least, if you have problems in your game with casters dominating play.</p></blockquote><p></p>
[QUOTE="Sekhmet, post: 6069430, member: 97602"] This post serves to share the observations I've made in my latest campaign, the details of which are; D&D 3.x, all source books available for use, must use the most recent errata or version of any text, all discrepancies decided by the DM at the table (no arguing during the game), if you didn't say it then you didn't do it, all spells prepared/spell lists to be written down and given to the DM at the beginning of each game day, no bonus spells from high ability scores, everyone starts at level 1, everyone uses 28 point buy, no LA races. The party consisted of one CG Cleric, one experienced Wizard (utility), one Sorcerer (blaster/buffer), one Rogue, one Barbarian, and one Crusader. My observations are as follows; 1) The Wizard and Cleric ran out of spells. Frequently. Especially before level 7. 2) After level 5, the Sorcerer began running out of spells more frequently. 3) Towards level 10, all casters began slow playing their magic for more important roles. 4) The Wizard (lv9) took Craft (Wand), although it was not a part of his original build. 5) The martial classes dominated much of the combat from lv1 to lv7. 6) There was more downtime during and between adventures. 7) The Sorcerer constantly bemoaned the fact that he didn't pick Artificier or Warlock. 8) The Cleric found that the majority of his spells were going to healing, instead of buffing (as was his original intent). 9) The Barbarian (rageaholic) died six times by lv10. 10) The Rogue's UMD score became more important than it traditionally is. 11) Although the Crusader and Barbarian were not played by experienced players, the party agreed that they were integral to unit cohesion. 12) The Sorcerer felt less than useful after level 10. 13) The Wizard and Cleric felt less useful than usual, but still enjoyed the game and are interested in trying new, similar characters under the same rules. 14) The martial classes rarely felt outshined by the casters. 15) The casters generally agreed that the martial characters felt more important than in normal games. This more or less agreed with my assumptions, except that I had assumed the Sorcerer would have felt the most useful and important member of the group. In closing, I encourage you to try a game in which bonus spells from high ability scores are removed. It was a big hit, and very effectively reduced the overall power of the casting classes present, without making them feel useless or under appreciated. At least, if you have problems in your game with casters dominating play. [/QUOTE]
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