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Are Casters 'still' way better than noncasters after level 6?
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<blockquote data-quote="Kaisoku" data-source="post: 5284917" data-attributes="member: 58447"><p>There have been good articles and posts regarding how 3e D&D scales up in levels, and what you should expect from higher level gaming vs lower level gaming.</p><p></p><p>The issue I often see is that the gameplay you should be experiencing across the 20 levels changes greatly (from mundane "normals", to heroic fantasy, to high fantasy/wushu fly-by-wire, to near godliness), but campaigns and adventure paths are designed around the idea of leveling up in a single story arc, gaining inexplicable power usually quite quickly.</p><p></p><p>I recall an article that described how high level adventures should be written. Instead of writing a murder mystery, and then getting upset that it's easily solved by a quick <em>speak with dead</em> or <em>commune</em> spell (or blocking them by fiat)... high level adventuring should be making them <strong>necessary</strong> to solve the plot.</p><p>Is teleport readily accessible at this level? Then a time limit, or difficult terrain/access to transport should be used to make this option<strong> required</strong>.</p><p></p><p>It's about calibrating what you should expect at these levels.</p><p>A Fighter will need to be able to hit a certain AC and deal a certain amount of Damage, and take a certain amount of damage for a given level.</p><p>A Rogue is expected to beat a certain DC or opposed check.</p><p></p><p>For a class that has non-linear utility effects (spellcasters), it's a little bit different, but the application is the same. You should expect that some spells and effects will become <em>necessary</em> instead of just being "the easy button".</p><p></p><p>And while this sounds like the spellcaster has more "power" (and in fact, it might so), this doesn't invalidate the abilities of the others. Fighters and Rogues have a different type of gameplay (like checkes to a wizard's chess). Some people like that... others need the ToB to make their Fighter's gameplay into "chinese checkers"...</p><p></p><p>Ultimately, I've found that with good encounters designed with the right expectations of the gameplay level result in players utilizing all the resources (ie, players) at hand.</p><p>Sure, a wizard *might* be able to handle mostly everything himself... but if he can buff a Fighter to handle a portion of the problem at hand, most of the players I've gamed with tended to follow the approach of "involve everyone".</p><p></p><p>It doesn't "solve" the issue of 'Fighter's encounter versatility is weaksauce'... but as long as the Fighter's player isn't pining for chinese checkers, everything tends to play out fine.</p><p></p><p>... that, and playing with core rules tends to make the DM's job of creating "encounters with the right expectations" easier.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 5284917, member: 58447"] There have been good articles and posts regarding how 3e D&D scales up in levels, and what you should expect from higher level gaming vs lower level gaming. The issue I often see is that the gameplay you should be experiencing across the 20 levels changes greatly (from mundane "normals", to heroic fantasy, to high fantasy/wushu fly-by-wire, to near godliness), but campaigns and adventure paths are designed around the idea of leveling up in a single story arc, gaining inexplicable power usually quite quickly. I recall an article that described how high level adventures should be written. Instead of writing a murder mystery, and then getting upset that it's easily solved by a quick [I]speak with dead[/I] or [I]commune[/I] spell (or blocking them by fiat)... high level adventuring should be making them [B]necessary[/B] to solve the plot. Is teleport readily accessible at this level? Then a time limit, or difficult terrain/access to transport should be used to make this option[B] required[/B]. It's about calibrating what you should expect at these levels. A Fighter will need to be able to hit a certain AC and deal a certain amount of Damage, and take a certain amount of damage for a given level. A Rogue is expected to beat a certain DC or opposed check. For a class that has non-linear utility effects (spellcasters), it's a little bit different, but the application is the same. You should expect that some spells and effects will become [I]necessary[/I] instead of just being "the easy button". And while this sounds like the spellcaster has more "power" (and in fact, it might so), this doesn't invalidate the abilities of the others. Fighters and Rogues have a different type of gameplay (like checkes to a wizard's chess). Some people like that... others need the ToB to make their Fighter's gameplay into "chinese checkers"... Ultimately, I've found that with good encounters designed with the right expectations of the gameplay level result in players utilizing all the resources (ie, players) at hand. Sure, a wizard *might* be able to handle mostly everything himself... but if he can buff a Fighter to handle a portion of the problem at hand, most of the players I've gamed with tended to follow the approach of "involve everyone". It doesn't "solve" the issue of 'Fighter's encounter versatility is weaksauce'... but as long as the Fighter's player isn't pining for chinese checkers, everything tends to play out fine. ... that, and playing with core rules tends to make the DM's job of creating "encounters with the right expectations" easier. [/QUOTE]
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Are Casters 'still' way better than noncasters after level 6?
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