Bullgrit
Adventurer
The Spotlight Interview with Rob Heinsoo at wizards.com has Rob saying this:
Now, I haven’t played a lot of any D&D above 12th level (I’ve played some, just not a lot), so maybe that’s why this statement seems totally off to me.
In my experience, even at levels 9, 10, 11, and 12, I haven’t seen this phenomenon of non-spellcasting classes don’t matter. I’ve seen parties get by without one class or another -- they work around that hole in their party –- but they could do better with adding that class (even fighters). Heck, I’ve seen parties get by without an arcane caster in their number.
As for adventures depending on wizards and clerics – isn’t that a fault of the adventure? I mean, if you have an adventure that only spellcasting can get the PCs through, isn’t that as bad as an adventure where spells don’t work?
I know this complaint about high-level play was around back in AD&D’s day, too. And I can see how it might be true like when an AD&D1 magic-user got to 18th level and could throw around wishes. And fighter hit points slowed down to 2 (or 3?) per level after name level, yet fireballs and such kept getting more powerful with the M-U’s level. But that got toned down in successive editions.
So, since I’ve apparently missed this situation in the higher levels of D&D3, can someone give me examples of adventures or situations where non-spellcasting classes didn’t matter? Or where a wizard and cleric could get by perfectly well without a fighter-type?
Bullgrit
[Bolding by me.]I hated the fact that once you started playing level 11+ in 3E, the non-spellcasting character classes didn't matter as much as the spellcasters. There was fun to be had as a fighter, or as a monk (mostly through roleplaying), but the truth was that adventures usually depended on the abilities of the wizard and cleric—where a missing wizard or cleric got some high-level 3E games I was in rescheduled. Did 3E games get rescheduled if the fighter was missing? Only if the character was central to the storyline of that session, not because the group actually depended on the fighter for survival while the wizard and the cleric were around.
Now, I haven’t played a lot of any D&D above 12th level (I’ve played some, just not a lot), so maybe that’s why this statement seems totally off to me.
In my experience, even at levels 9, 10, 11, and 12, I haven’t seen this phenomenon of non-spellcasting classes don’t matter. I’ve seen parties get by without one class or another -- they work around that hole in their party –- but they could do better with adding that class (even fighters). Heck, I’ve seen parties get by without an arcane caster in their number.
As for adventures depending on wizards and clerics – isn’t that a fault of the adventure? I mean, if you have an adventure that only spellcasting can get the PCs through, isn’t that as bad as an adventure where spells don’t work?
I know this complaint about high-level play was around back in AD&D’s day, too. And I can see how it might be true like when an AD&D1 magic-user got to 18th level and could throw around wishes. And fighter hit points slowed down to 2 (or 3?) per level after name level, yet fireballs and such kept getting more powerful with the M-U’s level. But that got toned down in successive editions.
So, since I’ve apparently missed this situation in the higher levels of D&D3, can someone give me examples of adventures or situations where non-spellcasting classes didn’t matter? Or where a wizard and cleric could get by perfectly well without a fighter-type?
Bullgrit