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Do you think Haste is too powerful as is?
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<blockquote data-quote="mkletch" data-source="post: 498429" data-attributes="member: 3396"><p><strong>Re: Re</strong></p><p></p><p></p><p></p><p>So you should have a group composed of only arcane spellcasters. Then that group gets swarmed by many melee monsters and has to TP out. So, you DO need fighters, but they are second-class citizens; not a terribly fun game to play if you are stuck with a fighter. One of the better features of 3E is how relatively balanced the various classes are. Now, I'm no stickler for balance, but having everything approximately the same makes the game interesting.</p><p></p><p>What works for a book, computer game or a movie does not necessarily make an interesting pen and paper roleplaying game. You have to target your game system to a slightly different audience. Yeah, high magic in a novel is cool, but Elminster as presented in FRCS does not even begin to approach how he is presented in FR novels. If you expect characters in 3E to do the same things as those in books, your game will be broken.</p><p></p><p></p><p></p><p>Yes, and the must have spells, through their simplistic, flat and predictable use, take something away from the game. Now, I hardly rate See Invis as overpowered or lame, but all of the others have either balance, flavor or creativity issues.</p><p></p><p></p><p></p><p>This assumes a world where every encounter will have arcane spellcasters or potions galore, always employing the same spells and tactics. What a flat, boring, predictable state of affairs. Other similar issues have been brought up on these boards (like the scry-buff-teleport cheese) which theoretically have 'counters', but in practice only make for a boring campaign.</p><p></p><p></p><p></p><p>The problem is not just spellcasters. As long as haste is 3rd level, it is available in potions, and therefore to anybody. As long as it is 4th, it is available to arcane casters and anybody with UMD. As long as it is low level, it is available as a magic item for relatively low cost <em>unless</em> you arbitrarily up the cost, thereby acknowledging that something is "wrong" with haste.</p><p></p><p></p><p></p><p>By your previous arguments, Harm should be OK no matter how it is written, becasue the ;enemy should have easy and frequent access to it. <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><p></p><p>-Fletch!</p></blockquote><p></p>
[QUOTE="mkletch, post: 498429, member: 3396"] [b]Re: Re[/b] So you should have a group composed of only arcane spellcasters. Then that group gets swarmed by many melee monsters and has to TP out. So, you DO need fighters, but they are second-class citizens; not a terribly fun game to play if you are stuck with a fighter. One of the better features of 3E is how relatively balanced the various classes are. Now, I'm no stickler for balance, but having everything approximately the same makes the game interesting. What works for a book, computer game or a movie does not necessarily make an interesting pen and paper roleplaying game. You have to target your game system to a slightly different audience. Yeah, high magic in a novel is cool, but Elminster as presented in FRCS does not even begin to approach how he is presented in FR novels. If you expect characters in 3E to do the same things as those in books, your game will be broken. Yes, and the must have spells, through their simplistic, flat and predictable use, take something away from the game. Now, I hardly rate See Invis as overpowered or lame, but all of the others have either balance, flavor or creativity issues. This assumes a world where every encounter will have arcane spellcasters or potions galore, always employing the same spells and tactics. What a flat, boring, predictable state of affairs. Other similar issues have been brought up on these boards (like the scry-buff-teleport cheese) which theoretically have 'counters', but in practice only make for a boring campaign. The problem is not just spellcasters. As long as haste is 3rd level, it is available in potions, and therefore to anybody. As long as it is 4th, it is available to arcane casters and anybody with UMD. As long as it is low level, it is available as a magic item for relatively low cost [i]unless[/i] you arbitrarily up the cost, thereby acknowledging that something is "wrong" with haste. By your previous arguments, Harm should be OK no matter how it is written, becasue the ;enemy should have easy and frequent access to it. :p -Fletch! [/QUOTE]
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