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*Pathfinder & Starfinder
Can the Fighter be Real and Equal to spellcasters?
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<blockquote data-quote="Brother MacLaren" data-source="post: 3988808" data-attributes="member: 15999"><p>The rules say nothing at all about what actual gameplay looks like. Nowhere does it say "You must play to level 20 before you can start another campaign." Nowhere does it say how long an average campaign will last. Certainly it wasn't true in BECMI that the top nine levels were 25% of gameplay.</p><p>How many sessions of 3E and 3.5 have you played or run? Of those, how many had PCs at level 13+? Here's mine, assuming 3.5 sessions per level:</p><p>I played about 70 sessions of 3E (1 character from 1-12, 1 from 1-8) and ran about 21 (PCs from 1-6). I played about 70 sessions of 3.5 (1 character from 1-20) and ran about 42 (PCs from 1-12). So that's 203 sessions, with about 25 of them featuring PC of levels 13+. That would be 12%. </p><p>And for the other players in my 3.5 game (the one I ran from 1-12), they had NEVER run a game to above 7th level although that group had run several campaigns previously. What are your numbers?</p><p></p><p></p><p>Yes. The DM has to look up his notes on Mount Celestia, figure out how far away from their intended spot they Plane Shifted, devise encounters for them to have and NPCs for them to interact with. If they want to buy some new scrolls or potions he has to figure out what's available and where, likely inventing a town on the spot. There will be some amount of time taken in, you know, running the adventure of the PCs being on another plane. The casters will take a lot of time figuring out what spells to take to be better prepared for this particular dungeon. The wizard will look up the formula for scribing scrolls and haggle with the other party members over how much gold he can have to buy components. The cleric will pore over every allowed book for which spells to prep. The DM will then figure out what the monsters have done in the PCs' absence and shift around the encounters, maybe adding some wards or traps. The PCs will scry, so he'll have to look up the target's Will save, roll that, and check for spotting the sensor. The DM will then have to figure out what they can see, and the players will debate tactics for a while.</p><p>Then they Plane Shift back, likely many miles away, and have to get back to the dungeon, then get through back to the point where they left off.</p><p></p><p>Just a guess that it would take 4 sessions of this cowardice to get as much done in one session of forging on ahead. But as I said, you and I are talking about completely different things when we envision the "flee-and-nap" routine.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 3988808, member: 15999"] The rules say nothing at all about what actual gameplay looks like. Nowhere does it say "You must play to level 20 before you can start another campaign." Nowhere does it say how long an average campaign will last. Certainly it wasn't true in BECMI that the top nine levels were 25% of gameplay. How many sessions of 3E and 3.5 have you played or run? Of those, how many had PCs at level 13+? Here's mine, assuming 3.5 sessions per level: I played about 70 sessions of 3E (1 character from 1-12, 1 from 1-8) and ran about 21 (PCs from 1-6). I played about 70 sessions of 3.5 (1 character from 1-20) and ran about 42 (PCs from 1-12). So that's 203 sessions, with about 25 of them featuring PC of levels 13+. That would be 12%. And for the other players in my 3.5 game (the one I ran from 1-12), they had NEVER run a game to above 7th level although that group had run several campaigns previously. What are your numbers? Yes. The DM has to look up his notes on Mount Celestia, figure out how far away from their intended spot they Plane Shifted, devise encounters for them to have and NPCs for them to interact with. If they want to buy some new scrolls or potions he has to figure out what's available and where, likely inventing a town on the spot. There will be some amount of time taken in, you know, running the adventure of the PCs being on another plane. The casters will take a lot of time figuring out what spells to take to be better prepared for this particular dungeon. The wizard will look up the formula for scribing scrolls and haggle with the other party members over how much gold he can have to buy components. The cleric will pore over every allowed book for which spells to prep. The DM will then figure out what the monsters have done in the PCs' absence and shift around the encounters, maybe adding some wards or traps. The PCs will scry, so he'll have to look up the target's Will save, roll that, and check for spotting the sensor. The DM will then have to figure out what they can see, and the players will debate tactics for a while. Then they Plane Shift back, likely many miles away, and have to get back to the dungeon, then get through back to the point where they left off. Just a guess that it would take 4 sessions of this cowardice to get as much done in one session of forging on ahead. But as I said, you and I are talking about completely different things when we envision the "flee-and-nap" routine. [/QUOTE]
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Can the Fighter be Real and Equal to spellcasters?
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