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<blockquote data-quote="James Gasik" data-source="post: 8753140" data-attributes="member: 6877472"><p>I have no idea really, because the issues of our "non-magical" classes have more to do with how they operate across the spectrum of combat/exploration/interaction/narrative power. The Rogue, for example, is fine in combat, and is built to be decent at exploration. If they want to be, they can be great at social interaction as well, by taking expertise in persuasion or something. But they lack the narrative power to wave their fingers and solve problems- they are limited to what a skill check can accomplish (which is highly variable from table to table).</p><p></p><p>The Fighter and Barbarian, however, while great in combat, have less capacity for exploration and social interaction by default, and have even less narrative power.</p><p></p><p>Narrative power, the biggest advantage of spellcasters (and the Wizard in particular), is something that's hard to equate, because it expands as you gain new spell levels. </p><p></p><p>Then you get to the fact that, due to the way classes are designed, being a level higher as a Fighter than the rest of your party might not even do anything more than give you a few more hit points.</p><p></p><p>If I were to do something like this, I'd probably not even worry about it until level 9 or so, and try to figure out some method so that when the most classes hit level 17, the Rogue is 18, and the Fighter and Barbarian are 19.</p><p></p><p>As for what happens when the Fighter and Barbarian hit level 20, well, the game is almost over anyways, so "running out of road" is likely not an issue.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8753140, member: 6877472"] I have no idea really, because the issues of our "non-magical" classes have more to do with how they operate across the spectrum of combat/exploration/interaction/narrative power. The Rogue, for example, is fine in combat, and is built to be decent at exploration. If they want to be, they can be great at social interaction as well, by taking expertise in persuasion or something. But they lack the narrative power to wave their fingers and solve problems- they are limited to what a skill check can accomplish (which is highly variable from table to table). The Fighter and Barbarian, however, while great in combat, have less capacity for exploration and social interaction by default, and have even less narrative power. Narrative power, the biggest advantage of spellcasters (and the Wizard in particular), is something that's hard to equate, because it expands as you gain new spell levels. Then you get to the fact that, due to the way classes are designed, being a level higher as a Fighter than the rest of your party might not even do anything more than give you a few more hit points. If I were to do something like this, I'd probably not even worry about it until level 9 or so, and try to figure out some method so that when the most classes hit level 17, the Rogue is 18, and the Fighter and Barbarian are 19. As for what happens when the Fighter and Barbarian hit level 20, well, the game is almost over anyways, so "running out of road" is likely not an issue. [/QUOTE]
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