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General Tabletop Discussion
*Dungeons & Dragons
Balance at high levels - and a possible house rule
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<blockquote data-quote="Cap'n Kobold" data-source="post: 8000991" data-attributes="member: 6802951"><p>I have found that there definitely is an issue in terms of capability discrepancy between casters and more martial types at high tiers, even over a full 8-encounter day. However, in general I don't think that the suggested fix will fully address the issue.</p><p>Fighters for example are much more dependent upon magic items than Wizards are. Generally the fighter requires magic items just to perform their role at high levels, whereas to the wizard they're a slight power boost, but not at all needed. </p><p>The situations that the wizard has much more sheer capability than the fighter are generally outside combat. A fighter may be able to match a wizard in terms of spotlight and party contribution in many combats, but outside combat, in the other two pillars of play, they are outshone almost completely in terms of mechanical options.</p><p></p><p>It is probably better to simply not make some magic items available rather than outright prevent full casters from using any. The most problematic ones that I've found are staves and wands containing level 3+ spells. - They're not ridiculously powerful on their own - a wand-cast fireball may do less damage than a high-tier fighter's attacks if targets are limited - but each wand charge is an extra spell slot for the wizard to shine in another situation. </p><p></p><p> For high levels and sustained over a full adventuring day? Probably not.</p><p>Full casters have fighters beat for multi-target damage, party support, tactical options, scouting, travel, exploration, social interactions, battlefield control, information gathering, limiting opponents and sheer versatility. </p><p>However, when it comes specifically to single target damage over a long adventuring day, some builds of Fighter are the best.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 8000991, member: 6802951"] I have found that there definitely is an issue in terms of capability discrepancy between casters and more martial types at high tiers, even over a full 8-encounter day. However, in general I don't think that the suggested fix will fully address the issue. Fighters for example are much more dependent upon magic items than Wizards are. Generally the fighter requires magic items just to perform their role at high levels, whereas to the wizard they're a slight power boost, but not at all needed. The situations that the wizard has much more sheer capability than the fighter are generally outside combat. A fighter may be able to match a wizard in terms of spotlight and party contribution in many combats, but outside combat, in the other two pillars of play, they are outshone almost completely in terms of mechanical options. It is probably better to simply not make some magic items available rather than outright prevent full casters from using any. The most problematic ones that I've found are staves and wands containing level 3+ spells. - They're not ridiculously powerful on their own - a wand-cast fireball may do less damage than a high-tier fighter's attacks if targets are limited - but each wand charge is an extra spell slot for the wizard to shine in another situation. For high levels and sustained over a full adventuring day? Probably not. Full casters have fighters beat for multi-target damage, party support, tactical options, scouting, travel, exploration, social interactions, battlefield control, information gathering, limiting opponents and sheer versatility. However, when it comes specifically to single target damage over a long adventuring day, some builds of Fighter are the best. [/QUOTE]
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