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Casters vs Martials: Part 2 - The Mundane Limit
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<blockquote data-quote="Mordhau" data-source="post: 8493629" data-attributes="member: 7032137"><p>I think we need to think about the original context here. The average level people play at has drifted higher since the early days of the game, and the kind of basic dungeon exploration has similarly reduced. We elso tend to have a bit more fous on the players as players of individual characters, rather than the party as a group playing a cooperative game with shared resources (such as in certain modern boardgames)</p><p></p><p>In early D&D, at the lower levels, magic user spells were party resources. Spending a spell slot memorising Knock or Spider Climb was a significant party investment. A thief could attempt to climb walls or pick locks all day long but if you really needed to suceed then you might want the resource that guarantees success.</p><p></p><p>So in some ways, those spells serve the kind of role that metacurrencies might in more modern games, in that they give the party a chance to be much more likely to succeed when you really need to by spending a resource. So we shouldn't be just thinking about whether the Wizard having these spells is bad for the Rogue, we should probably also be thinking about the fact that, in the modern paradigm, the Rogue not having much opportunity to make choices about which rolls really matter is also an issue. (This is one of the reasons why Arcane Trickster is so good. Having access to Invisibilty and Misty Step does so much to mitigate the risk of a single bad roll when scouting).</p></blockquote><p></p>
[QUOTE="Mordhau, post: 8493629, member: 7032137"] I think we need to think about the original context here. The average level people play at has drifted higher since the early days of the game, and the kind of basic dungeon exploration has similarly reduced. We elso tend to have a bit more fous on the players as players of individual characters, rather than the party as a group playing a cooperative game with shared resources (such as in certain modern boardgames) In early D&D, at the lower levels, magic user spells were party resources. Spending a spell slot memorising Knock or Spider Climb was a significant party investment. A thief could attempt to climb walls or pick locks all day long but if you really needed to suceed then you might want the resource that guarantees success. So in some ways, those spells serve the kind of role that metacurrencies might in more modern games, in that they give the party a chance to be much more likely to succeed when you really need to by spending a resource. So we shouldn't be just thinking about whether the Wizard having these spells is bad for the Rogue, we should probably also be thinking about the fact that, in the modern paradigm, the Rogue not having much opportunity to make choices about which rolls really matter is also an issue. (This is one of the reasons why Arcane Trickster is so good. Having access to Invisibilty and Misty Step does so much to mitigate the risk of a single bad roll when scouting). [/QUOTE]
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