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General Tabletop Discussion
*Pathfinder & Starfinder
Are Casters 'still' way better than noncasters after level 6?
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<blockquote data-quote="Banshee16" data-source="post: 5297259" data-attributes="member: 7883"><p>Almost word for word, I could say the same thing with my games. I hate dungeons. Loath DMing them. I tell a story, that often has a fairly big sandbox component....I know the beginning and end, but how the PCs get there is sometimes up to the players. In any case, combat is only a part of the game. We've had sessions with very little or no combat at all. They become all about interacting with NPCs, solving puzzles, doing research, roleplaying, negotiating, etc.</p><p></p><p>The whole "going nova" thing was never a factor as a result. Often wizards had many of their slots taken up with non-combat spells. Then, if something happened, like they got mugged by thieves in an alley, while walking to the noble quarter where they were planning on speaking with an informant, they would have less magic ready. It's not like they could let rip a meteor swarm in the middle of the Poor Quarter. Further, if they started ripping off combat spells in the middle of a city, the local guard and constabulary would become involved.</p><p></p><p>And the one instance where a character *did* do that, and killed a guard who had tried to apprehend him for breaking the law, yeah, the characters flexed their muscles and left the city.....but bounty hunters were sent, and *they* were tough enough and persistent enough to catch the character. And that particular character was tried and convicted in the end, and sentenced to years of hard labour. Time to roll up a new character.</p><p></p><p>IMO, it just makes sense...in a world where you have powerful magi, cunning rogues, and lethal warriors, the authorities, enemies etc. *will* come up with ways to deal with their abilities.</p><p></p><p>But it was all about the story. And I'll admit....the group min/maxer used to get bored. But I wasn't going to change the game for one player, when that particular mix worked very well for the other 4, and is *why* they wanted into my game in the first place.</p><p></p><p>I guess it's just a different type of games than some others run. Neither's better or worse...just different. But I've spent years reading the boards, reading about problems with one rule or another, or one character type or another, and I didn't "see" the problems, as many didn't come up in my game. The main one that *did* was the Vow of Poverty.</p><p></p><p>The idea of spending gaming sessions running around dungeons, or blowing all our characters' powers, then resting just never came up. It always felt so.....artificial.....like gaming by formula.</p><p></p><p>Banshee</p></blockquote><p></p>
[QUOTE="Banshee16, post: 5297259, member: 7883"] Almost word for word, I could say the same thing with my games. I hate dungeons. Loath DMing them. I tell a story, that often has a fairly big sandbox component....I know the beginning and end, but how the PCs get there is sometimes up to the players. In any case, combat is only a part of the game. We've had sessions with very little or no combat at all. They become all about interacting with NPCs, solving puzzles, doing research, roleplaying, negotiating, etc. The whole "going nova" thing was never a factor as a result. Often wizards had many of their slots taken up with non-combat spells. Then, if something happened, like they got mugged by thieves in an alley, while walking to the noble quarter where they were planning on speaking with an informant, they would have less magic ready. It's not like they could let rip a meteor swarm in the middle of the Poor Quarter. Further, if they started ripping off combat spells in the middle of a city, the local guard and constabulary would become involved. And the one instance where a character *did* do that, and killed a guard who had tried to apprehend him for breaking the law, yeah, the characters flexed their muscles and left the city.....but bounty hunters were sent, and *they* were tough enough and persistent enough to catch the character. And that particular character was tried and convicted in the end, and sentenced to years of hard labour. Time to roll up a new character. IMO, it just makes sense...in a world where you have powerful magi, cunning rogues, and lethal warriors, the authorities, enemies etc. *will* come up with ways to deal with their abilities. But it was all about the story. And I'll admit....the group min/maxer used to get bored. But I wasn't going to change the game for one player, when that particular mix worked very well for the other 4, and is *why* they wanted into my game in the first place. I guess it's just a different type of games than some others run. Neither's better or worse...just different. But I've spent years reading the boards, reading about problems with one rule or another, or one character type or another, and I didn't "see" the problems, as many didn't come up in my game. The main one that *did* was the Vow of Poverty. The idea of spending gaming sessions running around dungeons, or blowing all our characters' powers, then resting just never came up. It always felt so.....artificial.....like gaming by formula. Banshee [/QUOTE]
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Are Casters 'still' way better than noncasters after level 6?
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