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Casters vs Martials: Part 1 - Magic, its most basic components
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8492372" data-attributes="member: 42856"><p>I understand your preference, but I have no trouble myself with it. Paris killed Achilles by striking his heel. I am not a specialist of human physiology and being hit at the heel is certainly painful and/or devastating, but deadly? Heroic archers can do already ludicrous things, like cutting the rope of a hanged man (while spells often targets creatures or area, rarely an object), why not expand on this (it would need mechanical support, but not necessarily, to me, another power source). Being unable to be surprised is a thing, reacting so fast you're surprising those who ambushed you in the first place is the next "logical" step and certainly something that should be explored without relying on any "magical gift". Just.. praeternally good ability at doing things. If anything, having caster being toned up to utility and toned done in fight could be a thing, but I guess this sort of balancing is made impossible because playstyles vary too much (some are doing classical dungeons with the recommanded 8 fights a day, others are going whole sessions without fight...)</p><p></p><p></p><p></p><p></p><p>There is probably a lot of campaign fatigue: it would be interesting to see how far campaigns <em>starting</em> at level 5 or 7 fare. Do they peter out as well or do they go to 15-17?</p><p></p><p>But yes, it's a death spiral: if few people plays at levels above 10, the incentive to provide solid mechanical support for tier 3 and 4 diminishes, less adventures are published for them, so players gets fewer option to play in them, and all conspires to just starting again.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8492372, member: 42856"] I understand your preference, but I have no trouble myself with it. Paris killed Achilles by striking his heel. I am not a specialist of human physiology and being hit at the heel is certainly painful and/or devastating, but deadly? Heroic archers can do already ludicrous things, like cutting the rope of a hanged man (while spells often targets creatures or area, rarely an object), why not expand on this (it would need mechanical support, but not necessarily, to me, another power source). Being unable to be surprised is a thing, reacting so fast you're surprising those who ambushed you in the first place is the next "logical" step and certainly something that should be explored without relying on any "magical gift". Just.. praeternally good ability at doing things. If anything, having caster being toned up to utility and toned done in fight could be a thing, but I guess this sort of balancing is made impossible because playstyles vary too much (some are doing classical dungeons with the recommanded 8 fights a day, others are going whole sessions without fight...) There is probably a lot of campaign fatigue: it would be interesting to see how far campaigns [I]starting[/I] at level 5 or 7 fare. Do they peter out as well or do they go to 15-17? But yes, it's a death spiral: if few people plays at levels above 10, the incentive to provide solid mechanical support for tier 3 and 4 diminishes, less adventures are published for them, so players gets fewer option to play in them, and all conspires to just starting again. [/QUOTE]
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