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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="purplkrush" data-source="post: 8534161" data-attributes="member: 7034836"><p>This argument has been going on since the 1st edition of DnD. I've only DM'd up to 10th level characters but my current campaign has plot through 20. I'm super looking forward to pressing casters to their absolute limits while allowing fighter types the chance to shine like diamonds. Also, as a DM, casters should be desperate for high level magic to do things like: not die at the hands of their enemies and just to get enough information to START their high level quests. Above 10th level is sincerely High Fantasy. I think the Level UP 5E book that just dropped will do wonders for helping to bring balance to the classes and am starting to playtest the classes and mechanics in one shots my players are running right now. They've been most gracious in allowing me to try things out while we iron out the right mix of "advanced" classes and mechanics for us.</p><p></p><p>In addition to Level Up, I backed The Red Opera: Last Days of the Warlock on KS. The authors noted that higher level play isn't so much about winning individual fights but more so about making decisions that affect the rest of the world around them. High level play seems to me to be more about the players editing the story within certain confines to hopefully craft the ending THEY want. To that end, they'd better hope they have the spells and skills to make it happen.</p><p></p><p>The only major "nerf" I've made to casters is that casters receive no spells above level 5 for simply leveling up. Those spells need to be crafted by the individual (or found or gifted) and may require entire quests of their own simply to research, experiment and find the right components for the spells. As my players are majority engineers of various sorts, they were a little excited and worried by the "experiments" portion of that spell crafting.</p></blockquote><p></p>
[QUOTE="purplkrush, post: 8534161, member: 7034836"] This argument has been going on since the 1st edition of DnD. I've only DM'd up to 10th level characters but my current campaign has plot through 20. I'm super looking forward to pressing casters to their absolute limits while allowing fighter types the chance to shine like diamonds. Also, as a DM, casters should be desperate for high level magic to do things like: not die at the hands of their enemies and just to get enough information to START their high level quests. Above 10th level is sincerely High Fantasy. I think the Level UP 5E book that just dropped will do wonders for helping to bring balance to the classes and am starting to playtest the classes and mechanics in one shots my players are running right now. They've been most gracious in allowing me to try things out while we iron out the right mix of "advanced" classes and mechanics for us. In addition to Level Up, I backed The Red Opera: Last Days of the Warlock on KS. The authors noted that higher level play isn't so much about winning individual fights but more so about making decisions that affect the rest of the world around them. High level play seems to me to be more about the players editing the story within certain confines to hopefully craft the ending THEY want. To that end, they'd better hope they have the spells and skills to make it happen. The only major "nerf" I've made to casters is that casters receive no spells above level 5 for simply leveling up. Those spells need to be crafted by the individual (or found or gifted) and may require entire quests of their own simply to research, experiment and find the right components for the spells. As my players are majority engineers of various sorts, they were a little excited and worried by the "experiments" portion of that spell crafting. [/QUOTE]
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Chris just said why I hate wizard/fighter dynamic
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