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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 8757053" data-attributes="member: 7029588"><p>It's the same two perspectives as the whole thread. </p><p></p><p>You can't see how mythic level / comic super hero can be in D&D but a lot of people already think it exists through high level full spellcasters. If it already exists, then in a team game why not have the martial eqivalent as an option? </p><p></p><p>Typical fantasy magic users can sometimes do super powerful stuff but usually have severe limitations to magic. Typical situations include --- very limited scope (incredible foresight but no combat or other ability, fire magic combat ability but not much utility, etc.); very limited usage; very high costs to self or others (aging, blood sacrifice, etc.), very poor reliability (you can do it but you might be in for a nasty surprise). It's very uncommon to have the kind of powerful, reliable, versatile, no cost magic of D&D. You tend to only see it in mythic level and super heros in fact.</p><p></p><p>Mortals who are fighters of legend is a fine thing too. You have it.</p><p></p><p>Just add the mythic martial too as a seperate optional class as that just expands the kinds of martial concepts and team concepts people can play.</p><p></p><p>How would it be hard to balance? Against high level spells the limit is very high? From an ability point of view, at high level what changes if the mythic martial can rip off gates or smash through walls? It's just another way for the team to get from A to B. Or create a combat advantage or whatever. Or make an army of non-demi gods retreat before your magesty or wrath? What's the difference if they retreat or get chopped up or metor swarmed to death? It's a unique and cool high level power that isn't easily replicated except maybe by wish or dominate the leader to issue the command or something. But now this 17th level martial can turn back this band without doing any damage. Cool stuff. </p><p></p><p>You may not like the aesthetics and that's fine -- don't play one and don't allow them in your games. But it's not like this stuff is out of the realm of what spellcasters are already doing.</p></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 8757053, member: 7029588"] It's the same two perspectives as the whole thread. You can't see how mythic level / comic super hero can be in D&D but a lot of people already think it exists through high level full spellcasters. If it already exists, then in a team game why not have the martial eqivalent as an option? Typical fantasy magic users can sometimes do super powerful stuff but usually have severe limitations to magic. Typical situations include --- very limited scope (incredible foresight but no combat or other ability, fire magic combat ability but not much utility, etc.); very limited usage; very high costs to self or others (aging, blood sacrifice, etc.), very poor reliability (you can do it but you might be in for a nasty surprise). It's very uncommon to have the kind of powerful, reliable, versatile, no cost magic of D&D. You tend to only see it in mythic level and super heros in fact. Mortals who are fighters of legend is a fine thing too. You have it. Just add the mythic martial too as a seperate optional class as that just expands the kinds of martial concepts and team concepts people can play. How would it be hard to balance? Against high level spells the limit is very high? From an ability point of view, at high level what changes if the mythic martial can rip off gates or smash through walls? It's just another way for the team to get from A to B. Or create a combat advantage or whatever. Or make an army of non-demi gods retreat before your magesty or wrath? What's the difference if they retreat or get chopped up or metor swarmed to death? It's a unique and cool high level power that isn't easily replicated except maybe by wish or dominate the leader to issue the command or something. But now this 17th level martial can turn back this band without doing any damage. Cool stuff. You may not like the aesthetics and that's fine -- don't play one and don't allow them in your games. But it's not like this stuff is out of the realm of what spellcasters are already doing. [/QUOTE]
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