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Fighters didn't matter after 11th level?
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<blockquote data-quote="ExploderWizard" data-source="post: 4717741" data-attributes="member: 66434"><p>It was a little more difficult for casters to dominate play in older (pre 3E) games. Removing the requirement to announce spell use prior to initiative and a lot of of the danger of having a spell disrupted did more to raise the power of casters than just about anything else. </p><p> </p><p>Sure that sleep spell was super powerful but if you lost initiative and got shot before it went off (even odds with a simple d6 initiative check) then the fighter carried the day. At higher levels it was the same. Casters were always primary targets for the nastiest spells and effects. </p><p> </p><p>Instead of fixing this basic problem in 3.5 the designers instead decided that weakening the effects/durations of spells would solve the issue. This did little to tone down the effectiveness of casters on the tactical level, it just forced them to burn up more resources to achieve the same results which contributed to the 15 minute workday issue.</p><p> </p><p>Casting spells in the thick of battle was always intended to be risky and uncertain. Removing that basic element helped turn the magic dominance dial to eleven.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4717741, member: 66434"] It was a little more difficult for casters to dominate play in older (pre 3E) games. Removing the requirement to announce spell use prior to initiative and a lot of of the danger of having a spell disrupted did more to raise the power of casters than just about anything else. Sure that sleep spell was super powerful but if you lost initiative and got shot before it went off (even odds with a simple d6 initiative check) then the fighter carried the day. At higher levels it was the same. Casters were always primary targets for the nastiest spells and effects. Instead of fixing this basic problem in 3.5 the designers instead decided that weakening the effects/durations of spells would solve the issue. This did little to tone down the effectiveness of casters on the tactical level, it just forced them to burn up more resources to achieve the same results which contributed to the 15 minute workday issue. Casting spells in the thick of battle was always intended to be risky and uncertain. Removing that basic element helped turn the magic dominance dial to eleven. [/QUOTE]
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Fighters didn't matter after 11th level?
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