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Combining Four-Color To Fantasy w/3E: How-To, Balance, Pot. Problems, etc . . .
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<blockquote data-quote="Forrester" data-source="post: 288851" data-attributes="member: 1279"><p>Ah yes . . . the elvish game of Nyming'ur Kir'uctur. I missed that the first time through <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. </p><p></p><p>The problem with Haste is that high-level spellcasters have two or three dozen spells, not to mention wands and scrolls and whatnot. I really don't think there's much of a "running out of spells" problem usually. And if GMs allow casters to cast spells out of an Anti-Magic sphere (which is "officially" the correct ruling, supposedly), mages just found a whole new way to be *extraordinarily* cheaty. </p><p></p><p>Finally, we noted on the other threads that a 9th or 10th level fighter *with* gear is probably the equal of a 15th level fighter *without* gear. Doing the CR math, this means that a high level fighter gets at *least* 75% of his fighting ability from his magic items, if not more. (Technically, all else being equal, a 15th level fighter should be able to take on eight 9th level fighters, assuming he has the "correct" amount of equipment). It's very doubtful that the same is true for mages. </p><p></p><p>Gear is extraordinarily important for fighters. For mages . . . well, a 12th level mage casts an Empowered Endurance, an Empowered Cat's Grace, Mage Armor, maybe (if the DM allows it) a Persistent Shield or Expeditious Retreat, and he's got MORE than enough hp/AC/manueverability to deal with many threats. And he still has plenty of boomity spells left. If he manages to get a Fly and/or Improved Invis and/or Haste off before combat begins, he's going to be especially safe. This is all without loot . . . his buddy the 12th level fighter is going to be in much more trouble without his magical equipment. </p><p></p><p>I don't think this is a big problem in normal advancement -- that is, if a wizard wants to take a level or two of Hero -- but it could be. After all, in that instance the wiz is sacrificing some spellcasting advancement, and that's big. </p><p></p><p>I think it's potentially a much bigger problem if the DM gives Hero Points instead of treasure, and if I were a DM using that system (which, in fact, I will not be), I would keep a careful eye on balance problems.</p></blockquote><p></p>
[QUOTE="Forrester, post: 288851, member: 1279"] Ah yes . . . the elvish game of Nyming'ur Kir'uctur. I missed that the first time through :). The problem with Haste is that high-level spellcasters have two or three dozen spells, not to mention wands and scrolls and whatnot. I really don't think there's much of a "running out of spells" problem usually. And if GMs allow casters to cast spells out of an Anti-Magic sphere (which is "officially" the correct ruling, supposedly), mages just found a whole new way to be *extraordinarily* cheaty. Finally, we noted on the other threads that a 9th or 10th level fighter *with* gear is probably the equal of a 15th level fighter *without* gear. Doing the CR math, this means that a high level fighter gets at *least* 75% of his fighting ability from his magic items, if not more. (Technically, all else being equal, a 15th level fighter should be able to take on eight 9th level fighters, assuming he has the "correct" amount of equipment). It's very doubtful that the same is true for mages. Gear is extraordinarily important for fighters. For mages . . . well, a 12th level mage casts an Empowered Endurance, an Empowered Cat's Grace, Mage Armor, maybe (if the DM allows it) a Persistent Shield or Expeditious Retreat, and he's got MORE than enough hp/AC/manueverability to deal with many threats. And he still has plenty of boomity spells left. If he manages to get a Fly and/or Improved Invis and/or Haste off before combat begins, he's going to be especially safe. This is all without loot . . . his buddy the 12th level fighter is going to be in much more trouble without his magical equipment. I don't think this is a big problem in normal advancement -- that is, if a wizard wants to take a level or two of Hero -- but it could be. After all, in that instance the wiz is sacrificing some spellcasting advancement, and that's big. I think it's potentially a much bigger problem if the DM gives Hero Points instead of treasure, and if I were a DM using that system (which, in fact, I will not be), I would keep a careful eye on balance problems. [/QUOTE]
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