WarlockLord
First Post
I was never referring to 3.5. 1E / 2E.
But it IS the root of the problem and why when 4e promised "class balance", a lot of people listened.
I was never referring to 3.5. 1E / 2E.
Alright. I am currently laboring under the impression that the OP (and several other posters) have absolutely no idea what the hell a properly played caster in 3.5 can do. Let's just take a straight up wizard for now, if you'd like.
The common example is fireball. This is widely regarded as a crap spell for many reasons, mainly because it does less damage than a properly built fighter. However, the common response is "well if we make it immune to fire/immune to magic, we can balance it so we need the fighter". There are several problems with this approach.
1) Too much crap in 3.5 ignored spell resistance. I can use telekinesis to (at the level I get it) throw 9 large greatswords for 27d6 damage a shot. This ignores spell resistance. I can also use animate dead or planar binding to acquire minions which are straight up better than the fighter. I don't actually care that Sir Bob the Knight thinks he's the boss, my zombie hydra probably has more hit points and attacks. And I can ride it, so there.
2) Too many attack vectors for casters, too few for melee Casters get it pretty good. They've got attacks which attack all three saves, ignore armor, and straight-up no save or be removed from combat.. You can force people to grapple with Evard's black tentacles, or snare them in webs while your skeleton archers whittle them down. You can magic jar the target's bff and stab them at the dinner party, or mind control a loved one into assassinating them from afar. The fighter is... a moron with a stick.
3)In 3.5, fighters are actually really bad at their jobs. Fighters have bad saves, AC doesn't matter at high levels, they can't see through illusions (without whining at spellcasters or getting magic items) and they can't close to melee with high level enemies. They don't have defenses against common status afflictions (guess what casters get?) and go down pretty quickly. By contrast, casters are stacking up miss chances, damage reduction, and flight to ensure that they don't get hit.
So the "wizard-fighter imbalance" is not so much a "this character is slightly more powerful than the others" as "this wizard is tall enough to ride, and you are actively hurting your team by playing a fighter". Being in the latter category because you wanted to play Sun Tzu (or someone else cool) and have him be competitive is a terrible thing for a game system to support.
I think one thing everyone forgets about pre 3E wizards is that if you were hit by anything before your initiative came up in the round, even 1 point of damage, you lost your spell, no saving throw, no concentration checks, no nothing, fizzle fizzle. This was the balance.
The other balancing factor is that in AD&D wizard hit points are utter crap, the absolute most a single classed mage could have at 20th level is 70 HP, and that is if he had a 16 or higher Con and rolled max on his HP rolls every level from 1-10. So a 10th level mage will have on average about 30 HP. You let a specialized Fighter get close to him with his damage bonuses and extra attacks, that mage is toast...oh and lets also not forget that in AD&D, warrior classes get the best saving throws across the board.
1) Too much crap in 3.5 ignored spell resistance. I can use telekinesis to (at the level I get it) throw 9 large greatswords for 27d6 damage a shot. This ignores spell resistance. I can also use animate dead or planar binding to acquire minions which are straight up better than the fighter. I don't actually care that Sir Bob the Knight thinks he's the boss, my zombie hydra probably has more hit points and attacks. And I can ride it, so there.
2) Too many attack vectors for casters, too few for melee Casters get it pretty good. They've got attacks which attack all three saves, ignore armor, and straight-up no save or be removed from combat.. You can force people to grapple with Evard's black tentacles, or snare them in webs while your skeleton archers whittle them down. You can magic jar the target's bff and stab them at the dinner party, or mind control a loved one into assassinating them from afar. The fighter is... a moron with a stick.
It's still both. You talk to people, you get quests, you explore, and then you fight monsters in a tactical war game.I agree 100% that this is what D&D was derived from. However, just because it was derived from a tactical wargame did not mean it did not evolve from being a tactical wargame.
This is what we call the Oberoni Fallacy. It essentially means that "You cannot make the argument that the rules don't have to be correct/balanced/work as written because the DM can fix it by doing X because that argument is invalid."Also, 100% agree. The same can be said with a roleplaying game. If a player wizard is inherently more powerful, the DM needs to make sure the NPC / enemy wizard is just as powerful to balance things out. The same could be said with clerics, fighters and rouges.
The answers to this depend on which edition of D&D you were playing in. Wizards in 1e/2e WERE actually weak enough that their immense power was balanced...up until about 5th or 6th level. Then they had enough hitpoints to survive an attack or two by most enemies. Plus, they began to have the spells that allowed them to ignore attacks. In 1e, spells were fairly easily disrupted(you still had to go first).The wizard and fighter are both powerful, just each in their own way. The wizard has a lot of negatives that the fighter does not suffer from - vancian spell limitations, low hit point, crap armor, limited weapons, poor physical saves, etc. I enjoy playing fighters, especially when playing with a good DM. A single good throw of a rock could ruin a mega arch-mage's spell of instant party doom and end a big-boss battle.
4e math isn't broken. There are a couple of feats and powers that when combined together in ways they weren't meant to break the math. Those need to be corrected, I admit. But the whole system itself is based on very accurate math. If you can give me an example of what is broken in 4e math, I would like to know.I think when you get too involved in the math of the game (which is fairly broken, even in 4E), it takes away from the game.
At 5th level, wizards got fireball. Back in 1e/2e, it was the be all end all of 3rd level spells. It had a HUGE radius that could be made even bigger if you were in an enclosed space. It did 5d6 points of damage at the level you got it. Most of the enemies you were fighting were 1-4 hitdice creatures at that time, which meant you killed most enemies you were fighting on an average roll of a fireball. If not, they were so low in hitpoints at that point that you could sit back and watch the fighters pick off the last couple of points of damage.Never seen it happen this way, especially at the levels where you are encountering orcs. Fighters and rouges shine at those levels.
- Let the fighter be an unbeatable brute that people are truly scared of and regularly run from.
- Let the rogue have adventures where he says "well I just killed everyone in the keep before they knew we were even here, guess we can just walk to the treasure",
- Let the wizard rain fire down from the sky raising an army.
- AND let all classes have different areas to shine in noncombat too! If the bard bypasses a whole adventure or convinces an army to join the party because of his charm it is JUST AS SATISFYIN as "causing x damage". I played an illusionist not because I wanted to do as much damage as everyone else, but because I occasionally want to bypass battles because of my whit.
"Classes have restrictions in order to give a varied and unique approach to each class when they play, as well as to provide play balance"
The problem is 3.x turned Wizards into Gods who can do everything cause magic, and everyone else into mundane schlubs who can't keep up. There's enough different myth (CuCulain, Beowulf) and modern pop references (God of War) to suggest that choosing Fighter or Rogue as your class shouldn't necessarily mean "can never do anything beyond what a medieval soldier could do."