Humanophile
First Post
My problems with every "spellcasters rule everyone else" rant/thread are twofold.
First, like anything else magic is a resource, and in almost any conflict between two parties, the one that has resources that cannot be countered is at a major advantage. Which sets the fighter and rogue back on their feet again; let your mage and cleric blow their wad early in the day with all the persistent buffs they like, your enemy will probably have a dispel magic ready for anyone who seems too good, and then you'll have to wait a whole day or else gobble up consumables while everyone else saves up for the big stuff. Granted, clerics are less at risk here, but the shortcomings of that class have been gone over repeatedly. Same somewhat for the next issue, too.)
(As a semi-aside, has anyone officially converted the Supression weapon ability from the PsiHB to a magic format? I could see a lot of melee machines drooling over one of these things, and at a relatively reasonable cost by the time you need to worry about your target being so swaddled in protective magic the floor couldn't hit him if he fell. It's not hard to do, but I'd like to see it in a de facto book.)
Second, especially anti-wizard sentiment seems to really, really skew things in favor of the wizard. In a balanced campaign, you have G amount of gold and E amount of experience, no matter who you are. If you want the spell selection to do anything you want to try, in addition to needing a goodly amount of prescience, you'll need to divert a lot of that gold into scribing costs. That's gold a nonwizard could spend on items to round out weak spots or concentrate on strengths. If you want items, you'll either need to spend lots of gold (see above problem), or less gold and some experience, which will put you behind the power curve to some degree. Same idea if you want to manufacture items to sell. Add the fact that most of the items you make will be consumable, and not as effective as personally cast spells (wands, anyone), and the item junkie wizard takes on the whole junkie charm of trading off more and more long-term potential for nifty short term fixes. Which while it rules in one-on-one arenas, drags muchly in any real campaign.
...Not that I'd mind a lower magic D&D, just that if I do want a game where magic isn't the new technology, I'd play something else where the idea isn't so embedded.
First, like anything else magic is a resource, and in almost any conflict between two parties, the one that has resources that cannot be countered is at a major advantage. Which sets the fighter and rogue back on their feet again; let your mage and cleric blow their wad early in the day with all the persistent buffs they like, your enemy will probably have a dispel magic ready for anyone who seems too good, and then you'll have to wait a whole day or else gobble up consumables while everyone else saves up for the big stuff. Granted, clerics are less at risk here, but the shortcomings of that class have been gone over repeatedly. Same somewhat for the next issue, too.)
(As a semi-aside, has anyone officially converted the Supression weapon ability from the PsiHB to a magic format? I could see a lot of melee machines drooling over one of these things, and at a relatively reasonable cost by the time you need to worry about your target being so swaddled in protective magic the floor couldn't hit him if he fell. It's not hard to do, but I'd like to see it in a de facto book.)
Second, especially anti-wizard sentiment seems to really, really skew things in favor of the wizard. In a balanced campaign, you have G amount of gold and E amount of experience, no matter who you are. If you want the spell selection to do anything you want to try, in addition to needing a goodly amount of prescience, you'll need to divert a lot of that gold into scribing costs. That's gold a nonwizard could spend on items to round out weak spots or concentrate on strengths. If you want items, you'll either need to spend lots of gold (see above problem), or less gold and some experience, which will put you behind the power curve to some degree. Same idea if you want to manufacture items to sell. Add the fact that most of the items you make will be consumable, and not as effective as personally cast spells (wands, anyone), and the item junkie wizard takes on the whole junkie charm of trading off more and more long-term potential for nifty short term fixes. Which while it rules in one-on-one arenas, drags muchly in any real campaign.
...Not that I'd mind a lower magic D&D, just that if I do want a game where magic isn't the new technology, I'd play something else where the idea isn't so embedded.
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