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Fighter vs. Wizard - what's your preferred balance of power?
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<blockquote data-quote="Ahnehnois" data-source="post: 5831860" data-attributes="member: 17106"><p>They aren't necessarily synonymous in theory, but in D&D they certainly are. An enchanter can control minds, a rogue can bluff you. A cleric can heal you from the brink of death to perfect health in a matter of seconds, an expert with maxed skill ranks can do it in a few days. A fighter with whirlwind attack can damage a small group of opponents quickly, but this is nothing compared to a sorcerer's horrid wilting. The spell slots per day limitation is a pretty ineffective balancing factor.</p><p></p><p>D&D has always had very powerful magic effects, has always doled them out by class, and has rarely imposed any real costs or challenges to using magic. One could imagine a paradigm where this was not the case (though this describes most fantasy rpgs), but you'd lose the D&D-ness pretty fast if you tried to make magic less powerful.</p><p></p><p>In many fictional approaches, magic is a temptation, the power that corrupts. I don't particularly see a problem with mages becoming too powerful for their own good. That's the archetype, and there are some powerful themes underlying it.</p><p></p><p>There is room to shift magic away from doing the things that are in other characters' wheelhouse. For example, limiting knock is a good idea, to let the rogue pick some locks. Furthermore, martial characters can win on toughness and defensive prowess and gain advantages in the action economy.</p><p></p><p>You can have balance in the sense of everyone being able to do things and have fun, but when your game posits a capstone spell named 'Wish', there's always going to be something separate and powerful about magic characters.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5831860, member: 17106"] They aren't necessarily synonymous in theory, but in D&D they certainly are. An enchanter can control minds, a rogue can bluff you. A cleric can heal you from the brink of death to perfect health in a matter of seconds, an expert with maxed skill ranks can do it in a few days. A fighter with whirlwind attack can damage a small group of opponents quickly, but this is nothing compared to a sorcerer's horrid wilting. The spell slots per day limitation is a pretty ineffective balancing factor. D&D has always had very powerful magic effects, has always doled them out by class, and has rarely imposed any real costs or challenges to using magic. One could imagine a paradigm where this was not the case (though this describes most fantasy rpgs), but you'd lose the D&D-ness pretty fast if you tried to make magic less powerful. In many fictional approaches, magic is a temptation, the power that corrupts. I don't particularly see a problem with mages becoming too powerful for their own good. That's the archetype, and there are some powerful themes underlying it. There is room to shift magic away from doing the things that are in other characters' wheelhouse. For example, limiting knock is a good idea, to let the rogue pick some locks. Furthermore, martial characters can win on toughness and defensive prowess and gain advantages in the action economy. You can have balance in the sense of everyone being able to do things and have fun, but when your game posits a capstone spell named 'Wish', there's always going to be something separate and powerful about magic characters. [/QUOTE]
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Fighter vs. Wizard - what's your preferred balance of power?
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