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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="Oofta" data-source="post: 8543469" data-attributes="member: 6801845"><p>The bolded is where we disagree. I don't think the system has "major flaws". I keep disagreeing not because I refuse to acknowledge any issues, it's that I've never seen them be an issue in this edition. I have a half dozen house rules for some of the rough spots, but I assume most people are going to have at least a few eventually. I played 3E and at around 15th level, anyone other than the optimized caster was pointless. I don't see that issue any more. Then we get the alternatives suggested to fix things. This varies from "just give me a 4E fighter" to "they should be able to do superhuman feats like jump double the world record long jump" to "they should be mythic heroes that can redirect a river". It's kind of all over the board. Is it combat effectiveness? Out of combat options? Depends on who's answering.</p><p></p><p>If you want a more simplified wizard, I'm not sure what that would look like ... isn't that the role of the sorcerer? Alternatively use the sidekick wizard? Don't play a wizard if they're too complex? I don't think there's an answer to this one, wizards, especially high level ones, are always going to be complex. That's <em>why </em>we have simple alternative classes like fighters and rogues.</p><p></p><p>Fighters and wizards have different roles to play. But I'm also a realist. D&D 5E is the best selling version ever, they aren't going to do a major redesign. As a software developer we have a saying. Don't let perfection get in the way of good enough. Pick just about any topic on how to improve the game and you'll get completely different suggestions time and time again.</p><p></p><p>Getting the balance right is incredibly difficult from a game that is supposed to span dungeon crawls where you bust in and crack heads over the course of a day to urban mysteries that span a few days to overland hex crawls that can span weeks or months. I think they leaned too much into the dungeon crawl as the baseline assumption, but I counter that by spreading my adventuring "day" across several days using the gritty rest rules.</p><p></p><p>I don't think there's a single fix for accommodating every campaign style. Perhaps an extended set of rules on alternative rest options? Different ways of recovering spell slots using a mechanism similar to arcane recovery? But when the thread title is as provocative as "Chris just said why I hate wizard/fighter dynamic" you're going to get pushback. No link to the source was provided so we don't know the context. We don't know what example, if any, was given. All we know is that the OP hates a major aspect of the game that millions of people enjoy.</p><p></p><p>So, sorry I'm not sorry. I'm going to continue saying that while the game has minor flaws it doesn't have major flaws. I've found workarounds for some of the issues I encountered. I'm not using the game's success as a shield against making change, just acknowledging that it works for millions of people so I'm hardly in the minority.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8543469, member: 6801845"] The bolded is where we disagree. I don't think the system has "major flaws". I keep disagreeing not because I refuse to acknowledge any issues, it's that I've never seen them be an issue in this edition. I have a half dozen house rules for some of the rough spots, but I assume most people are going to have at least a few eventually. I played 3E and at around 15th level, anyone other than the optimized caster was pointless. I don't see that issue any more. Then we get the alternatives suggested to fix things. This varies from "just give me a 4E fighter" to "they should be able to do superhuman feats like jump double the world record long jump" to "they should be mythic heroes that can redirect a river". It's kind of all over the board. Is it combat effectiveness? Out of combat options? Depends on who's answering. If you want a more simplified wizard, I'm not sure what that would look like ... isn't that the role of the sorcerer? Alternatively use the sidekick wizard? Don't play a wizard if they're too complex? I don't think there's an answer to this one, wizards, especially high level ones, are always going to be complex. That's [I]why [/I]we have simple alternative classes like fighters and rogues. Fighters and wizards have different roles to play. But I'm also a realist. D&D 5E is the best selling version ever, they aren't going to do a major redesign. As a software developer we have a saying. Don't let perfection get in the way of good enough. Pick just about any topic on how to improve the game and you'll get completely different suggestions time and time again. Getting the balance right is incredibly difficult from a game that is supposed to span dungeon crawls where you bust in and crack heads over the course of a day to urban mysteries that span a few days to overland hex crawls that can span weeks or months. I think they leaned too much into the dungeon crawl as the baseline assumption, but I counter that by spreading my adventuring "day" across several days using the gritty rest rules. I don't think there's a single fix for accommodating every campaign style. Perhaps an extended set of rules on alternative rest options? Different ways of recovering spell slots using a mechanism similar to arcane recovery? But when the thread title is as provocative as "Chris just said why I hate wizard/fighter dynamic" you're going to get pushback. No link to the source was provided so we don't know the context. We don't know what example, if any, was given. All we know is that the OP hates a major aspect of the game that millions of people enjoy. So, sorry I'm not sorry. I'm going to continue saying that while the game has minor flaws it doesn't have major flaws. I've found workarounds for some of the issues I encountered. I'm not using the game's success as a shield against making change, just acknowledging that it works for millions of people so I'm hardly in the minority. [/QUOTE]
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