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<blockquote data-quote="Dannager" data-source="post: 5811199" data-attributes="member: 73683"><p>Then this is a fundamental disagreement through which I very much doubt common ground can be found. A game in which a core character choice that is presented as utterly valid is similarly utterly unable to compete with another core character choice is a poor game. A <strong><em>poor game</em></strong>. The rest of your post addresses issues like finding a way to slay the Wizard when he's not protected, but those are barely worth addressing - a Wizard worth his salt, in nearly <em>every</em> edition of the game, would be nigh impossible to catch vulnerable, especially by a Fighter. On the other hand, a Fighter would find it <em>very nearly impossible</em> to protect himself from the Wizard were the scenario to be reversed. Again, the Wizard and Fighter are playing different games. The Fighter is playing a game of hitting things and being restricted to believable reality, and the Wizard is playing a game of doing anything that he wants to anyone he wants.</p><p></p><p>If the opinion you express above is one that you plan to continue to hold, then I have nothing more to offer beyond the following: I sincerely hope that you find another game - one that is not Dungeons & Dragons - to enjoy and influence the development of.</p><p></p><p>I'm still hoping that someone comes up with a solution to the fighter-wizard problem, that allows magic to be flexible and powerful, while also allowing non-spellcasters to play in the same game that they do, and while preserving enough "verisimilitude" (an oft-abused word) that the Fighters-can't-have-nice-things crowd is satisfied. I just really don't think it can be done, given how diametrically opposed those priorities are.</p></blockquote><p></p>
[QUOTE="Dannager, post: 5811199, member: 73683"] Then this is a fundamental disagreement through which I very much doubt common ground can be found. A game in which a core character choice that is presented as utterly valid is similarly utterly unable to compete with another core character choice is a poor game. A [B][I]poor game[/I][/B]. The rest of your post addresses issues like finding a way to slay the Wizard when he's not protected, but those are barely worth addressing - a Wizard worth his salt, in nearly [I]every[/I] edition of the game, would be nigh impossible to catch vulnerable, especially by a Fighter. On the other hand, a Fighter would find it [I]very nearly impossible[/I] to protect himself from the Wizard were the scenario to be reversed. Again, the Wizard and Fighter are playing different games. The Fighter is playing a game of hitting things and being restricted to believable reality, and the Wizard is playing a game of doing anything that he wants to anyone he wants. If the opinion you express above is one that you plan to continue to hold, then I have nothing more to offer beyond the following: I sincerely hope that you find another game - one that is not Dungeons & Dragons - to enjoy and influence the development of. I'm still hoping that someone comes up with a solution to the fighter-wizard problem, that allows magic to be flexible and powerful, while also allowing non-spellcasters to play in the same game that they do, and while preserving enough "verisimilitude" (an oft-abused word) that the Fighters-can't-have-nice-things crowd is satisfied. I just really don't think it can be done, given how diametrically opposed those priorities are. [/QUOTE]
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