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Can the Fighter be Real and Equal to spellcasters?
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<blockquote data-quote="Brother MacLaren" data-source="post: 3988720" data-attributes="member: 15999"><p>Okay, but if it doesn't become a problem until 13th level, then it's not a problem at all for about 95% of all actual gameplay. That's a pretty good start, isn't it? And there are many other things you can do to about Teleport -- adding risk, raising the spell level, or changing the way it works. Yes, if you get to high-level 3E/3.5 D&D, some house rules are needed. I don't recall when Teleport Without Error showed up in earlier editions, or how many you could bring along when you used it. But then, my BECMI and 2E games back in the day never even saw simple Teleport, though each went on for years (it took a loooong time to level past 7th). Still, I do appreciate the fact that 4E is fixing Teleport.</p><p></p><p></p><p>See, right there you note FOUR different conditions that prevent the flee-and-nap routine. The nature of the dungeon, the fact that it is unsporting (and in my experience not fun), a time limit, and the threat of opponents regrouping.</p><p></p><p>I'd add another factor. The real resource to manage is not HP, spells, or even actions per round -- it is gaming time. If retreating to Mount Celestia, regrouping, buffing again, and going back into the dungeon makes the adventure take 4 times as long to complete -- well, I'd rather do without all the retreating even it means my PC dies. I like my games to be a bit faster-paced and getting more cool stuff done in my four hours every other week. This is also why, as the player of a druid, I cut back on summoning spells and do without an animal companion. 1d4+1 Dire Bears with Improved Grab are almost always more effective than Finger of Death, but they just take too long to resolve.</p><p></p><p></p><p>For you it might be annoying. For me, it would be more fun (especially if playing a caster) if the adventures were races against time or against enemies. You know, some kind of pressure, not just "we're raiding this dungeon at our leisure."</p><p>Indiana Jones races against Nazis, cultists, and his father's life running out. The sense of urgency means he can't just prod every square with a 10' pole. He has to hurry.</p><p>Star Wars has races against the Death Star coming into position, against the AT-ATs overrunning the base on Hoth, against the Death Star II destroying the rebel fleet, etc.</p><p>Rick O'Connell has to defeat the Scorpion King before Imhotep can.</p><p>Conan has to get in, grab the princess, and get out before Thulsa Doom can organize his forces.</p><p>Westley, Inigo, and Fezzik have to stop a wedding.</p><p></p><p>Many good fantasy stories have an element of a race against time or against competitors. It adds drama, and in a game it adds fun. I LOVE adventures like that. I would never find such a game as being annoying.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 3988720, member: 15999"] Okay, but if it doesn't become a problem until 13th level, then it's not a problem at all for about 95% of all actual gameplay. That's a pretty good start, isn't it? And there are many other things you can do to about Teleport -- adding risk, raising the spell level, or changing the way it works. Yes, if you get to high-level 3E/3.5 D&D, some house rules are needed. I don't recall when Teleport Without Error showed up in earlier editions, or how many you could bring along when you used it. But then, my BECMI and 2E games back in the day never even saw simple Teleport, though each went on for years (it took a loooong time to level past 7th). Still, I do appreciate the fact that 4E is fixing Teleport. See, right there you note FOUR different conditions that prevent the flee-and-nap routine. The nature of the dungeon, the fact that it is unsporting (and in my experience not fun), a time limit, and the threat of opponents regrouping. I'd add another factor. The real resource to manage is not HP, spells, or even actions per round -- it is gaming time. If retreating to Mount Celestia, regrouping, buffing again, and going back into the dungeon makes the adventure take 4 times as long to complete -- well, I'd rather do without all the retreating even it means my PC dies. I like my games to be a bit faster-paced and getting more cool stuff done in my four hours every other week. This is also why, as the player of a druid, I cut back on summoning spells and do without an animal companion. 1d4+1 Dire Bears with Improved Grab are almost always more effective than Finger of Death, but they just take too long to resolve. For you it might be annoying. For me, it would be more fun (especially if playing a caster) if the adventures were races against time or against enemies. You know, some kind of pressure, not just "we're raiding this dungeon at our leisure." Indiana Jones races against Nazis, cultists, and his father's life running out. The sense of urgency means he can't just prod every square with a 10' pole. He has to hurry. Star Wars has races against the Death Star coming into position, against the AT-ATs overrunning the base on Hoth, against the Death Star II destroying the rebel fleet, etc. Rick O'Connell has to defeat the Scorpion King before Imhotep can. Conan has to get in, grab the princess, and get out before Thulsa Doom can organize his forces. Westley, Inigo, and Fezzik have to stop a wedding. Many good fantasy stories have an element of a race against time or against competitors. It adds drama, and in a game it adds fun. I LOVE adventures like that. I would never find such a game as being annoying. [/QUOTE]
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