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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="N'raac" data-source="post: 6186776" data-attributes="member: 6681948"><p>Campaign assumptions mean a lot. The above analogy shows that. Does the Wizard get to use up all his spells in an encounter or two, after which we can pull back and rest in perfect safety so he can recharge? If so, then the wizard looks a lot more powerful. But if we have time pressure, aren't easily able to locate a resting place, Rope Tricks are not treated as "the world stops while you rest" spells, etc., the Fighter's ability to use his full power in every encounter while the wizard must husband his spells moves the balance to favour the wizard less.</p><p></p><p>Merrick does a great analysis of saves, and most opponents will have at least one save he'll fail most of the time. However, another campaign assumption is whether your encounters feature "the Big Bad", or a bunch of opponents. If that one Big Bad gets his with a Save or Suck spell and fails his save, it's game over. But if the encounter features half a dozen opponents, one of them failing his save isn't as big a deal. If the Big Bad can summon some assistance that buys him a couple of rounds to escape, so he can now wait out his Suck duration, he can mount an attack at another location. The Wizard often takes his teammates for granted - how easy is it to blast off those big spells without that burly Fighter between you and the enemy? Especially if that enemy's first save goes well?</p></blockquote><p></p>
[QUOTE="N'raac, post: 6186776, member: 6681948"] Campaign assumptions mean a lot. The above analogy shows that. Does the Wizard get to use up all his spells in an encounter or two, after which we can pull back and rest in perfect safety so he can recharge? If so, then the wizard looks a lot more powerful. But if we have time pressure, aren't easily able to locate a resting place, Rope Tricks are not treated as "the world stops while you rest" spells, etc., the Fighter's ability to use his full power in every encounter while the wizard must husband his spells moves the balance to favour the wizard less. Merrick does a great analysis of saves, and most opponents will have at least one save he'll fail most of the time. However, another campaign assumption is whether your encounters feature "the Big Bad", or a bunch of opponents. If that one Big Bad gets his with a Save or Suck spell and fails his save, it's game over. But if the encounter features half a dozen opponents, one of them failing his save isn't as big a deal. If the Big Bad can summon some assistance that buys him a couple of rounds to escape, so he can now wait out his Suck duration, he can mount an attack at another location. The Wizard often takes his teammates for granted - how easy is it to blast off those big spells without that burly Fighter between you and the enemy? Especially if that enemy's first save goes well? [/QUOTE]
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