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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="Scars Unseen" data-source="post: 8535177" data-attributes="member: 10196"><p>Honestly? Only through a <em>very</em> specific D&Desque lens. A lot of heroic myths have the heroes painted as special from an early age. Hercules with his strength. Achilles with his invulnerability. Not many I can think of where the hero starts out as a nobody and then progresses to superheroic. It's one reason why one of my suggestions was to make both mundane and epic play available throughout the entire level range. Special heroes tend to <em>start</em> special, while stories about soldier and mercenaries often continue to be stories about soldiers and mercenaries. Let the group decide when, if and under what circumstances the nature of the game changes.</p><p></p><p></p><p>Rituals is one way, but I do think that magic items as spells is a good option too (though there's nothing saying you can't do both). In LotR, the palantíri were needed for far seeing and communication. Similar things could be done with other spells, making them less convenient to use on a whim by tying them to less portable forms as well as taking them away from the caster's "toolkit" while still being part of D&D.</p></blockquote><p></p>
[QUOTE="Scars Unseen, post: 8535177, member: 10196"] Honestly? Only through a [I]very[/I] specific D&Desque lens. A lot of heroic myths have the heroes painted as special from an early age. Hercules with his strength. Achilles with his invulnerability. Not many I can think of where the hero starts out as a nobody and then progresses to superheroic. It's one reason why one of my suggestions was to make both mundane and epic play available throughout the entire level range. Special heroes tend to [I]start[/I] special, while stories about soldier and mercenaries often continue to be stories about soldiers and mercenaries. Let the group decide when, if and under what circumstances the nature of the game changes. Rituals is one way, but I do think that magic items as spells is a good option too (though there's nothing saying you can't do both). In LotR, the palantíri were needed for far seeing and communication. Similar things could be done with other spells, making them less convenient to use on a whim by tying them to less portable forms as well as taking them away from the caster's "toolkit" while still being part of D&D. [/QUOTE]
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Chris just said why I hate wizard/fighter dynamic
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