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*Pathfinder & Starfinder
Can the Fighter be Real and Equal to spellcasters?
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<blockquote data-quote="ruleslawyer" data-source="post: 3988625" data-attributes="member: 1757"><p>All that keeping teleport risky does is delay the problem until 13th level, when greater teleport becomes available, or cause PCs to use plane shift more often. </p><p></p><p>Unless the nature of a dungeon itself prevents the PCs from leaving it via teleportation or planar travel, it is possible (albeit unsporting) for the casters to follow the 15-minute adventuring day paradigm as they like, unless the adventure itself has a time limit or the threat of opponents regrouping is too great for the PCs to pursue that strategy. My 1e/2e players did this all the time; plane shift to Mount Celestia or the like, hang out with the angels and gods, and then return to the Material Plane for more butt-kicking once the spells refreshed.</p><p>The problem is that the latter situation *never* occurred in 2e past 9th level; given the availability of long-duration spells, flight, and teleportation, a wizard will *never* be caught napping. The practical impact of restrictions like low hit points and limited spell slots on casters at high levels was close to zero. A design that adequately encompasses at-will, per-encounter, and per-day mechanics will probably do a better job of balancing casters at high levels than the pure per-day system, if only because the impact of x power will be more transparent without having to hypothesize the likelihood that said power will still be available to the caster in Encounter #4 as opposed to Encounter #1.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 3988625, member: 1757"] All that keeping teleport risky does is delay the problem until 13th level, when greater teleport becomes available, or cause PCs to use plane shift more often. Unless the nature of a dungeon itself prevents the PCs from leaving it via teleportation or planar travel, it is possible (albeit unsporting) for the casters to follow the 15-minute adventuring day paradigm as they like, unless the adventure itself has a time limit or the threat of opponents regrouping is too great for the PCs to pursue that strategy. My 1e/2e players did this all the time; plane shift to Mount Celestia or the like, hang out with the angels and gods, and then return to the Material Plane for more butt-kicking once the spells refreshed. The problem is that the latter situation *never* occurred in 2e past 9th level; given the availability of long-duration spells, flight, and teleportation, a wizard will *never* be caught napping. The practical impact of restrictions like low hit points and limited spell slots on casters at high levels was close to zero. A design that adequately encompasses at-will, per-encounter, and per-day mechanics will probably do a better job of balancing casters at high levels than the pure per-day system, if only because the impact of x power will be more transparent without having to hypothesize the likelihood that said power will still be available to the caster in Encounter #4 as opposed to Encounter #1. [/QUOTE]
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Can the Fighter be Real and Equal to spellcasters?
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