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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
D&D 3.5 - Are full casters overpowered when compared to melee characters?
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<blockquote data-quote="Ahnehnois" data-source="post: 5814356" data-attributes="member: 17106"><p>I think the second option is the most appropriate.</p><p></p><p>In theory, the ceiling for wizards and clerics is much higher than for fighters and barbarians. In practice, fighters and their ilk are more popular and the rules and most DMs tend to find a lot of ways to countermand or restrict the most powerful magic.</p><p></p><p>I think the big issues are with dead levels in the noncaster classes and lack of interesting high level (but not supernatural) options. Fighters have to prestige to be interesting, and they shouldn't. The rogue also needs some rethinking, the health system needs to be more deadly (making it easier for a martial character to inflict meaningful harm), medium saves should be in and nonmagic characters should improve in this category, and it helps to have TB combat reactions or some other similar benefit for high-level martial characters.</p><p></p><p>Conversely, there are individual spells that are problematic, but once you discount the obvious ones that an experienced DM bans or modifies (polymorph being the most obvious), casters play well at all levels. Casters could use some revision but the biggest issues are with complexity, not power.</p><p></p><p>***</p><p></p><p>The reality is this. Nonmagic characters should only ever get better at things, things that anyone could theoretically (if not realistically) do. Magic should be able to accomplish things that you can't do without magic, period. No amount of use limitation or cost could ever "balance" the ability to control minds, teleport, raise the dead, or grant wishes, and no one should be able to do things as good as those without magic. The game has been balanced enough to play for some time, but if you break it down, there should always be an inequality between magic and not magic. That's what makes it magic.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5814356, member: 17106"] I think the second option is the most appropriate. In theory, the ceiling for wizards and clerics is much higher than for fighters and barbarians. In practice, fighters and their ilk are more popular and the rules and most DMs tend to find a lot of ways to countermand or restrict the most powerful magic. I think the big issues are with dead levels in the noncaster classes and lack of interesting high level (but not supernatural) options. Fighters have to prestige to be interesting, and they shouldn't. The rogue also needs some rethinking, the health system needs to be more deadly (making it easier for a martial character to inflict meaningful harm), medium saves should be in and nonmagic characters should improve in this category, and it helps to have TB combat reactions or some other similar benefit for high-level martial characters. Conversely, there are individual spells that are problematic, but once you discount the obvious ones that an experienced DM bans or modifies (polymorph being the most obvious), casters play well at all levels. Casters could use some revision but the biggest issues are with complexity, not power. *** The reality is this. Nonmagic characters should only ever get better at things, things that anyone could theoretically (if not realistically) do. Magic should be able to accomplish things that you can't do without magic, period. No amount of use limitation or cost could ever "balance" the ability to control minds, teleport, raise the dead, or grant wishes, and no one should be able to do things as good as those without magic. The game has been balanced enough to play for some time, but if you break it down, there should always be an inequality between magic and not magic. That's what makes it magic. [/QUOTE]
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D&D 3.5 - Are full casters overpowered when compared to melee characters?
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