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Crazy thought 'bout Fighters, Wizards, and progressions
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<blockquote data-quote="Andor" data-source="post: 5826560" data-attributes="member: 1879"><p>The magic/mundane class imbalance issues has been an issue in every edition of D&D except 4th, and 4th "fixed" it by removing mundane classes and then pretending some of the magic was mundane.</p><p></p><p>The fact of the matter is that you can't balance people who have to play by the rules of physics and those who don't.</p><p></p><p>For example (and forgive me for using it but it's the most direct analogue I can think of) in the anime series Naruto there is a character Rock Lee who sucks at magic. While everyone else has illusions, fireballs, summoning, impossible racial powers and even shapeshifting he has fists. </p><p></p><p>And he generally manages to hold his own. Because due to his crazy training regime he is so fast and strong that when he cuts loose you can't even percieve him moving without powers, and has strength capable of of ripping an ancient tree out of the ground.</p><p></p><p>In other words he violates the rules of physics just as badly as any other character, he just does it in supposedly non-magical ways.</p><p></p><p>And that's actually just fine as long as you realise that you're using cinematic physics, and not what you or I would recognize as reality.</p><p></p><p>D&D (In the first 3 editions) tried to keep the reality dial toned down a bit from the cinematic end of the spectrum. And perhaps, if we want balanced combat capabilities between magical and mundane characters, it's time for that sacred cow to die.</p><p></p><p>If not, then they need to be balanced elsewise, through opportunity costs, or over time, or by punching wizards player in the face whenever he casts a spell. (I do not actually recommend this.)<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Andor, post: 5826560, member: 1879"] The magic/mundane class imbalance issues has been an issue in every edition of D&D except 4th, and 4th "fixed" it by removing mundane classes and then pretending some of the magic was mundane. The fact of the matter is that you can't balance people who have to play by the rules of physics and those who don't. For example (and forgive me for using it but it's the most direct analogue I can think of) in the anime series Naruto there is a character Rock Lee who sucks at magic. While everyone else has illusions, fireballs, summoning, impossible racial powers and even shapeshifting he has fists. And he generally manages to hold his own. Because due to his crazy training regime he is so fast and strong that when he cuts loose you can't even percieve him moving without powers, and has strength capable of of ripping an ancient tree out of the ground. In other words he violates the rules of physics just as badly as any other character, he just does it in supposedly non-magical ways. And that's actually just fine as long as you realise that you're using cinematic physics, and not what you or I would recognize as reality. D&D (In the first 3 editions) tried to keep the reality dial toned down a bit from the cinematic end of the spectrum. And perhaps, if we want balanced combat capabilities between magical and mundane characters, it's time for that sacred cow to die. If not, then they need to be balanced elsewise, through opportunity costs, or over time, or by punching wizards player in the face whenever he casts a spell. (I do not actually recommend this.):p [/QUOTE]
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