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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="Sepulchrave II" data-source="post: 8534967" data-attributes="member: 4303"><p>I haven't played enough 5e to see how it pans out at higher levels, but the general complaint - that "shenanigans" from the magic users can effectively reframe situations - seems to be a pretty edition-neutral observation.</p><p></p><p>I'm sympathetic to the suggestions offered by [USER=29398]@Lanefan[/USER] to impose limits on spellcasters (via chance of backfiring, spell interruptions, bouncing lightning bolts etc.) <em>if</em> their tactical utility is deemed too high, but I think the original complaint - one of "shenanigans" - is more about casters being uniquely equipped to drive the strategic direction of play, as spells afford more narrative control than anything within the arsenal of the martial classes.</p><p></p><p>I think it's worth remembering that previous editions also emphasized - or at least allowed for - what might be called "operational" control: strongholds, henchmen, characters "embedded" within the campaign world, who can effect change on an even wider scale - I think this notion gels best with "mundane" types, assuming a society which operates along more-or-less humanly predictable (i.e. not magic-heavy) lines. Henchmen (for mundane types) also act as force multipliers within the action economy, maybe allowing a little more sharing of the spotlight with the casters. This sort of game might look to <em>Birthright</em> or <em>Kingmaker</em> for cues, rather than seeking to redress the strategic imbalance which higher level mundanes experience in relation to casters. Whether this emphasis is soft (RP-centric) or hard (rules-coded) is another question.</p><p></p><p>Also, in writing this, I think I've just convinced myself to play 1e again.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 8534967, member: 4303"] I haven't played enough 5e to see how it pans out at higher levels, but the general complaint - that "shenanigans" from the magic users can effectively reframe situations - seems to be a pretty edition-neutral observation. I'm sympathetic to the suggestions offered by [USER=29398]@Lanefan[/USER] to impose limits on spellcasters (via chance of backfiring, spell interruptions, bouncing lightning bolts etc.) [I]if[/I] their tactical utility is deemed too high, but I think the original complaint - one of "shenanigans" - is more about casters being uniquely equipped to drive the strategic direction of play, as spells afford more narrative control than anything within the arsenal of the martial classes. I think it's worth remembering that previous editions also emphasized - or at least allowed for - what might be called "operational" control: strongholds, henchmen, characters "embedded" within the campaign world, who can effect change on an even wider scale - I think this notion gels best with "mundane" types, assuming a society which operates along more-or-less humanly predictable (i.e. not magic-heavy) lines. Henchmen (for mundane types) also act as force multipliers within the action economy, maybe allowing a little more sharing of the spotlight with the casters. This sort of game might look to [I]Birthright[/I] or [I]Kingmaker[/I] for cues, rather than seeking to redress the strategic imbalance which higher level mundanes experience in relation to casters. Whether this emphasis is soft (RP-centric) or hard (rules-coded) is another question. Also, in writing this, I think I've just convinced myself to play 1e again. [/QUOTE]
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