Casters vs Mundanes in your experience

Have you experienced Casters over shadowing Mundane types?


It all depends on player skill and maturity.

I've run games for parties of beginners where the traditional blasty/healy/fighty/sneaky roles are used, and everyone is roughly on an even keel. I've seen mid-optimization parties consisting of mostly casters and mid-optimization parties consisting of mostly noncasters, and as long as everyone knew what they were doing and had appropriate role divisions everything worked out fine. I'm currently playing in a quite high-op campaign where I am the sole martial character who handles most of the combat stuff, hasn't been hit or failed a save in over 7 levels, can kill literally dozens of mooks each round, and can fly faster than the party casters can dimension door; the party casters are a diviner/abjurer arcanist who scouts out our enemies weeks in advance and wards our cities to hell and back, a druidish caster who builds entire fortresses and fleets out of thin air in days, and a necromancer who has undead hordes to crew those fortresses and fleets.

Generally speaking, "casters" outperform "noncasters" at levels above 6th, that much is not in doubt. Individual casters may or may not outperform individual noncasters. If skilled players play their characters to their full potential, then by high levels...sorry Ahnehnois, but noncasters are easily shut down without extensive caster and/or item support if enemy casters know what they're doing, and a caster's most useful contributions are divinations and fortifications out of combat and buffs and control in combat, but because casting rewards versatility and preparedness more than overspecialization, noncasters will generally be far better in their niche than comparable casters unless the casters are focusing in the same areas.

That essentially means that high-level combat turns into casters > noncasters > monsters > casters, depending on the specific builds and monsters involved. It also, incidentally, means that much of the toes-stepping that can happen easily at lower levels fades away, as mundane skills--sufficiently boosted, of course--start to overtake magical utility again now that defenses against magic are common (Hide > invisibility, Escape Artist > walls of force, etc.) and most melee and the majority of ranged combat is best left to combat centric classes because, while CoDzilla and the Mailman are scarily effective (just ask Dandu! ;)), higher-level play tends to shift away from individual combat tactics towards strategy and logistics and a caster's not-directly-offensive contributions are more valuable.

All of this is in my experience, of course. If players or the DM hold back, or if extensive nerfing/houseruling happens, or if groups decide to stick with lower-level playstyles, or similar, the above doesn't necessarily hold.
 

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Yeah, eventually the casters do dominate. It's virtually unavoidable as the casters can just do so bloody much. The non-casters don't radically change throughout their career. The fighter hits for more damage, the rogue gets a bit sneakier, but, there's very little that a high level fighter can do that a low level fighter can't do, other than at differing scales.

For the casters, this just isn't true. A high level caster can, literally, reshape the campaign - flying castles, gate in major outer planar beings to do their bidding, etc. The muggle classes just don't get that level of power up.
 

This is so edition dependent it's not funny. I've played a lot of 3.x and until you've been spanked by a Druid or non-curing Cleric you don't know quite how irrelevant other classes can become and how quickly that power curve rises.

I disagree magic-users were designed to be more powerful than any other class later and weaker to start. They were more complex and more difficult to play because of it than any other class. However, this meant their scope of play was slightly broader than the other classes too. The default was only 5/4ths of the Fighter, so not exactly overwhelming, and the overlap was always much more than what was niche IMO.

Was this ever an issue for Controllers in 4e though? The balancing involved there makes it hard to believe this topic held true for that edition. It really does depend on the version.
 

I'll go with 'yes' but with a big fat, 'depending on edition' tacked on. And by that, I of course mean 3.x for the most part. AD&D had enough restrictions and controls on casting classes such that they weren't completely broken at high level (assuming you played by the rules). In 3.x, all those controls, which were there for a reason, got tossed out the window, hence, problems.

4e "fixed" it in terms of balance, but also took a bit of the glamour out of being a spellcaster. I think they had the right idea, but the pendulum should perhaps swing back the other way a bit. A bit.
 

Edit: Now how the hell did I end in the wrong thread? Nevermind.

On the topic at hand here: I've experinced it plenty in 3.X. Mostly thinking back how much I showed up others with my spellcasters when I played (I've learned to reign myself in, but I used to be a spotlight grabbing git as player used to DMing).

One case where I DMed comes to mind when we decided to try out high level gameplay. We had one cleric that was plain and simple insanely powerful, despite absolute non-optimization.
 
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I voted yes, but I'm mainly thinking of druids in 3.x. Prior editions (and 4e) did not have the problem to nearly the same degree, and even in 3.x, I never saw the wizards and sorcerers really dominate like the druids did.

I bloody hate 3.x druids.
 


Never saw casters dominate in TSR-D&D but that's probably because we mostly played at low level.

Never saw casters dominate in 3.0ed D&D but that's probably because all of the players who played casters either didn't try to make their character powerful or tried to make their character powerful and really really sucked at it. Paired with a few min-maxers playing meleers things balanced out exceptionally well, but I recognize that that was due mostly to dumb luck and conscientious min-maxers doing things like "I want to make a half-orc warrior with high charisma, how they hell do I make that not suck" rather than "I want to play a really smart wizard, how do I make him badass."

So I recognize that the problem exists, I've just never seen it in actual gameplay.
 

Mango!

Depends on edition.

BECMI & AD&D: No. Low number of spell slots plus easily disruptable spells lead to a pretty decent balance.

3E: Yes, sort of. For us it was more a matter of system mastery. The gap between classes was less of a problem than the gap the system allowed between system masters and other players.

4E: No.
 

AD&D 2e: definitely yes. In our hystorical party (went from level 1 to over level 30 with high level campaign rules) the wizard was clearly the strongest character. The only reason why my fighter/cleric could keep up was that I was a drow with an incredible SR.
3.x: more than in 2e
4e: not really

I think that the percentage of those who do not see this effect will be quite close to that of those who play spellcasters...:devil:
 

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