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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="Lyxen" data-source="post: 8536815" data-attributes="member: 7032025"><p>Same things here. There are so many factors influencing what's happening around the table, from the situations and monsters chosen by the DM to the way characters are played to what the party finds as treasure (Wizards need gold for their Spellbooks for example) that theoretical considerations about balance have very little value in practice. I think that was one of the realisations of 4e, by creating something extremely formal, they thought to solve the problem of balance, and they did, but in a way that stifled the game. Some people with high creativity went around the limitations, but it's clear that the 5e design aimed at reinstating the DM's control that allows full creativity for all as well as giving him the tools to balance things.</p><p></p><p>Moreover, in the end, it's not a question of power or possibilities, it's simply a question of fun, which might be linked to neither of the two points before, depending on player preferences in particular. And there, the DM has all the tools at his disposal for the cases where the players, as mature players, don't actually regulate themselves like the players at our tables do, with casters buffing martials and people being conscious that spotlight hogging is not the right way to play a collaborative game.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8536815, member: 7032025"] Same things here. There are so many factors influencing what's happening around the table, from the situations and monsters chosen by the DM to the way characters are played to what the party finds as treasure (Wizards need gold for their Spellbooks for example) that theoretical considerations about balance have very little value in practice. I think that was one of the realisations of 4e, by creating something extremely formal, they thought to solve the problem of balance, and they did, but in a way that stifled the game. Some people with high creativity went around the limitations, but it's clear that the 5e design aimed at reinstating the DM's control that allows full creativity for all as well as giving him the tools to balance things. Moreover, in the end, it's not a question of power or possibilities, it's simply a question of fun, which might be linked to neither of the two points before, depending on player preferences in particular. And there, the DM has all the tools at his disposal for the cases where the players, as mature players, don't actually regulate themselves like the players at our tables do, with casters buffing martials and people being conscious that spotlight hogging is not the right way to play a collaborative game. [/QUOTE]
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