Psion
Adventurer
At which point the party rests, to allow the wizard to regain his best spells.
That's giving sente to the party. That's what random and unexpected encounters and putting PC on the clock is for.
At which point the party rests, to allow the wizard to regain his best spells.
Yes.
All "evidence"? Okay. Meantime, what I am hearing is that I must have been hallucinating during all those games where 1) everyone could contribute meaningfully to the game, and 2) I could reasonably balance the challenge to the party. 1 and 2 are, to me, the primary indicators/goals of balance, so AFAIAC, balance is served.
And I thought it was merely part of the game.
If playing magical chess is your bag, it seems to me the thing to do is to be a caster. I found that my players who were playing fighters played them because they liked hitting things. And they got plenty of opportunity to do so.
So, am I hallucinating that I did not have problems with the overpowered nature of certain classes that made the game less enjoyable for me or members of my group?
Well, it most likely is. 3E might be the right game for you, and 4E might be the right game for me.
The problem for me was that the casters could easily interfere in the non-caster roles if the chose, dominating in and out of combat. Non casters could not similarly play any part with the caster roles; this kind of one way door bugs me.
Yes.
All "evidence"? Okay. Meantime, what I am hearing is that I must have been hallucinating during all those games where 1) everyone could contribute meaningfully to the game, and 2) I could reasonably balance the challenge to the party. 1 and 2 are, to me, the primary indicators/goals of balance, so AFAIAC, balance is served.
Repeating myself, but I found that the warriors types got plenty of chance to strut their stuff when the wizard was tapped out and when the party was faced with challenges that were resistant or immune to magic. The high level creature selection is peppered with such challenges.
Repeating myself, but I found that the warriors types got plenty of chance to strut their stuff when the wizard was tapped out and when the party was faced with challenges that were resistant or immune to magic. The high level creature selection is peppered with such challenges.
Tell you what, take a look through every module you have. How many are time based? How many drive the party? Compare that to the numbers where the party has more or less unlimited time. You'll find that time based adventures are a tiny minority.
Could it be that time based adventures are harder to write? That's possible. Or, is it because time based adventures in 3.5 are extremely difficult to execute because combat is so lethal that going into any fight without full hit points and your biggest healing was a death sentence?
One kill EVERY three sessions. And that's letting the party rest. If I drove the party, I'd TPK them every time.
So, I'm still trying to figure out how you reduced the lethality of D&D combat. If you managed it, kudos. I certainly couldn't. My next 3.5 campaign, even before 4e was announced, gives all sorts of bonuses to the PC's, including using Action Points to prevent death because of this.
How are you doing it?