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<blockquote data-quote="TheAuldGrump" data-source="post: 5766756" data-attributes="member: 6957"><p>A lot of that is play style - what folks call the 15 Minute Adventuring Day. If the Wizard holds on to spells then it becomes less of a problem.</p><p></p><p>Unfortunately, I do not think that was addressed in the DMG, and it really should have. </p><p></p><p> Again, playstyle - not every game benefited from having keeps and strongholds. Not every fighter <em>wanted</em> keeps and armies, and if the game was dungeon heavy then having that many expendable NPCs was a problem.</p><p></p><p>E.G.G. and co started with wargaming, and fighting men were very much a part of that. He liked having massive battles, but not everyone does. (It is worth noting that I <em>do</em> like mass battles, and naval conflicts. I <em>want</em> mass combat rules....)</p><p></p><p>Kingmaker, on the other hand, gets folks started on strongholds and armies at much lower level, and is all about realms. Great fun, even if the mass combat rules are a trifle shaky. <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>Not exactly disagreeing, just saying that sometimes the balance, or lack thereof, is in how the powers are handled.</p><p></p><p>Right now I am playing (yay!) in a Pathfinder game, my paladin and the summoner's eidolon are the two with the most combat under our belts. We had a session a month or so ago where not a single spell got cast - the witch was busy doing other things. (We were laying a trap for one of my paladin's superiors - who was working for the bad guys.) </p><p></p><p>Paladin, witch, inquisitor, rogue, summoner, and ranger.... We are an odd mix.... </p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 5766756, member: 6957"] A lot of that is play style - what folks call the 15 Minute Adventuring Day. If the Wizard holds on to spells then it becomes less of a problem. Unfortunately, I do not think that was addressed in the DMG, and it really should have. Again, playstyle - not every game benefited from having keeps and strongholds. Not every fighter [i]wanted[/i] keeps and armies, and if the game was dungeon heavy then having that many expendable NPCs was a problem. E.G.G. and co started with wargaming, and fighting men were very much a part of that. He liked having massive battles, but not everyone does. (It is worth noting that I [i]do[/i] like mass battles, and naval conflicts. I [i]want[/i] mass combat rules....) Kingmaker, on the other hand, gets folks started on strongholds and armies at much lower level, and is all about realms. Great fun, even if the mass combat rules are a trifle shaky. :) Not exactly disagreeing, just saying that sometimes the balance, or lack thereof, is in how the powers are handled. Right now I am playing (yay!) in a Pathfinder game, my paladin and the summoner's eidolon are the two with the most combat under our belts. We had a session a month or so ago where not a single spell got cast - the witch was busy doing other things. (We were laying a trap for one of my paladin's superiors - who was working for the bad guys.) Paladin, witch, inquisitor, rogue, summoner, and ranger.... We are an odd mix.... The Auld Grump [/QUOTE]
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