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Fighters didn't matter after 11th level?
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<blockquote data-quote="ProfessorPain" data-source="post: 4717122" data-attributes="member: 82012"><p>In practice at my table this is how it played out. It is different from swinging a sword, because you are using magic, and magic breaks the laws of reality. In any game, the laws of reality are the system being used. I am not saying this is the only approach to spells; but it is the approach of 3E, 2E, and 1E. 4E takes a different tact; and it works in terms of balance better than 3E, but for some (myself included) it does so by reducing the coolness of magic. </p><p> </p><p>In terms of rounds, your mileage varies. Depending on the structure of the encounter and the tactics of the players, I have been in campaigns where 3E encounters lasted a round or two, and in others where they went on forever. This really boils down to DM management. Yes fighters are dependant on spells to heal, that can't be denied. But spellcasters are dependant on fighters to protect them from attacks, so they don't die and their spells don't get interupted. Getting healed as a fighter, has never been a problem for me in any 3E game. And provided that is taking place; the fighter is able to consistently perform at an even rate for the entire day. </p><p> </p><p>Yes magic can duplicate many other things. That was part of what made it great. But again it was limited. You couldn't cast the same spell all day.</p><p> </p><p>Don't get me wrong, I concede that 4E is more balanced than 3E on this front, I just think the "brokeness" of 3E is overstated. Both systems offer very different approaches, and 4E wins on balance. But I think 3E, at least for my taste, wins on flavor when it comes to magic. I do like both systems, but would be lying if I didn't say I come down more on the side of 3E. I never had much of a problem with higher level fighters or wizards in my games (except very early on as I was learning the system). But I do recognize others have.</p></blockquote><p></p>
[QUOTE="ProfessorPain, post: 4717122, member: 82012"] In practice at my table this is how it played out. It is different from swinging a sword, because you are using magic, and magic breaks the laws of reality. In any game, the laws of reality are the system being used. I am not saying this is the only approach to spells; but it is the approach of 3E, 2E, and 1E. 4E takes a different tact; and it works in terms of balance better than 3E, but for some (myself included) it does so by reducing the coolness of magic. In terms of rounds, your mileage varies. Depending on the structure of the encounter and the tactics of the players, I have been in campaigns where 3E encounters lasted a round or two, and in others where they went on forever. This really boils down to DM management. Yes fighters are dependant on spells to heal, that can't be denied. But spellcasters are dependant on fighters to protect them from attacks, so they don't die and their spells don't get interupted. Getting healed as a fighter, has never been a problem for me in any 3E game. And provided that is taking place; the fighter is able to consistently perform at an even rate for the entire day. Yes magic can duplicate many other things. That was part of what made it great. But again it was limited. You couldn't cast the same spell all day. Don't get me wrong, I concede that 4E is more balanced than 3E on this front, I just think the "brokeness" of 3E is overstated. Both systems offer very different approaches, and 4E wins on balance. But I think 3E, at least for my taste, wins on flavor when it comes to magic. I do like both systems, but would be lying if I didn't say I come down more on the side of 3E. I never had much of a problem with higher level fighters or wizards in my games (except very early on as I was learning the system). But I do recognize others have. [/QUOTE]
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Fighters didn't matter after 11th level?
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