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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="GMforPowergamers" data-source="post: 8545192" data-attributes="member: 67338"><p>low level campaigns almost never... I find in games where teleport comes online going around the world or even to other planes becomes common and the casters are the only ones who have any say in it (that in and of it self causes a problem/complication though... ko the wizard and no way home)</p><p></p><p>yeah again if you are a group of 5 martial characters travel from gemrany to up state NY could be a 20 level campaign... a group of 5 casters at level 9+ it could be a day trip... having/not having reality warping magic is a big difference. </p><p></p><p>when I run/play in low/no magic campaigns travel REALLY changes level 9+</p><p></p><p>I do sometimes... if it doesn't fit I don't want my wizard just 'poping over to the city of brass' or 'making a run to 7 kingdoms away' in an action unless that is the type of high magic campaign I am going to run.</p><p></p><p>I am lucky my players don't often gripe about rule exceptions.</p><p></p><p>that's my (and I think [USER=84112]@HammerMan[/USER]) point going back to his OP about shenanigans spells... at level 1 casters can pull small shenanigans, but every level of spell (so normally for full casters every other level) they get more and more shenanigans they can pull that non casters never can.</p><p></p><p>I spent a campaign copying (I want to say it started around 3rd level but maybe 2nd) teleportation sigils into my back up spell book. The DM had us constantly finding ruins of the ancient dragonborn empire that laid them everywhere. when I got 5th level spells I was the god of transportation. I constantly was reminding her "Hey you know there was a portal at XXX" and watching her go through her notes to confirm was amazing...</p><p></p><p>I wouldn't want every game to go that way, but the cleric got word of recall shortly there after and went and built a base inside an astroid orbiting the world with thin air (not real space magic space were air just thined) outside so it was super hard to breath and atmosphere inside... no doors and only we knew the teleport sigils and he made a consecrated room to recall too... it was insane how many things we popped from A to B to C in a given session... but hey the fighter also had a +5 lucky greatsword that granted him the halfling luck and 3 extra (he had lucky feat) luck pts, and instead of normal damage he could change the type (as an action) of damage from slashing to force. he had a 20 str (I had only an 18 int but the cleric did have a 21 wis) and was attacking with the best to hit in the game for 2d6+10 damage or only 1 or 2 pts behind the rest of us to attack for 2d6+20 damage and had 1 more attack then the cleric and 2 more then me (cleric was war and had a +1 brutal elven war sword so he was rolling 1d8+4 +1d8 radiant 2 attacks) and the fighter was only 1 AC behind my wizard and that was equal to the cleric... and the poor monk was so far behind on everything he might as well have been a minion.</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 8545192, member: 67338"] low level campaigns almost never... I find in games where teleport comes online going around the world or even to other planes becomes common and the casters are the only ones who have any say in it (that in and of it self causes a problem/complication though... ko the wizard and no way home) yeah again if you are a group of 5 martial characters travel from gemrany to up state NY could be a 20 level campaign... a group of 5 casters at level 9+ it could be a day trip... having/not having reality warping magic is a big difference. when I run/play in low/no magic campaigns travel REALLY changes level 9+ I do sometimes... if it doesn't fit I don't want my wizard just 'poping over to the city of brass' or 'making a run to 7 kingdoms away' in an action unless that is the type of high magic campaign I am going to run. I am lucky my players don't often gripe about rule exceptions. that's my (and I think [USER=84112]@HammerMan[/USER]) point going back to his OP about shenanigans spells... at level 1 casters can pull small shenanigans, but every level of spell (so normally for full casters every other level) they get more and more shenanigans they can pull that non casters never can. I spent a campaign copying (I want to say it started around 3rd level but maybe 2nd) teleportation sigils into my back up spell book. The DM had us constantly finding ruins of the ancient dragonborn empire that laid them everywhere. when I got 5th level spells I was the god of transportation. I constantly was reminding her "Hey you know there was a portal at XXX" and watching her go through her notes to confirm was amazing... I wouldn't want every game to go that way, but the cleric got word of recall shortly there after and went and built a base inside an astroid orbiting the world with thin air (not real space magic space were air just thined) outside so it was super hard to breath and atmosphere inside... no doors and only we knew the teleport sigils and he made a consecrated room to recall too... it was insane how many things we popped from A to B to C in a given session... but hey the fighter also had a +5 lucky greatsword that granted him the halfling luck and 3 extra (he had lucky feat) luck pts, and instead of normal damage he could change the type (as an action) of damage from slashing to force. he had a 20 str (I had only an 18 int but the cleric did have a 21 wis) and was attacking with the best to hit in the game for 2d6+10 damage or only 1 or 2 pts behind the rest of us to attack for 2d6+20 damage and had 1 more attack then the cleric and 2 more then me (cleric was war and had a +1 brutal elven war sword so he was rolling 1d8+4 +1d8 radiant 2 attacks) and the fighter was only 1 AC behind my wizard and that was equal to the cleric... and the poor monk was so far behind on everything he might as well have been a minion. [/QUOTE]
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Chris just said why I hate wizard/fighter dynamic
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