Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Luce" data-source="post: 6194693" data-attributes="member: 29760"><p>The role of DM? Make it fun for everyone participating (including himself, for if the DM is not having a good time chances are neither will the players).</p><p>Now I am of the opinion that there is a lot of variation and different way to have fun. Fighter VS Magic User is not a problem seen at every table/campaign. If the party rarely goes to high levels, where magic spells are both plentiful and powerful/ If the group is very interested in RP vs. combat all the time [both can be fun for different groups]. IF the DM knows his players very well and offers each a chance to interact with the game in a meaningful way. In those and many other cases beside the problem may be nonexistent. </p><p>Let me harken to previous editions. Fighters got followers at or around 9th level. The focus of the game turned more political or at least added that element to play. Level progression was slower 2e DMG suggests 4 to 6 adventures to gain a level (and judging from the modules published in Dungeon magazine at the time that was not far off the way at least some people played). During those 20+ adventures needed for the Magic user to get his second fireball a rapport and sense of camaraderie usually developed. 10 level was considered high level (as stated in High level handbook). Magic resistance (MR) due to the low non easily replenishment amount of scrolls and wands/rods/staff had greater effect on spell users. My point is that different groups have their own ways of playing, and the fact they continue playing suggest that they are having fun.</p><p>What I have seen is change in group dynamics. During older editions the hobby was how should a put it, one one hand more reviled and niche, groups started as friends who begun gaming together and long lasting groups prevailed. Nowadays, more groups are pick up and accidental- e.g. "we met at a game shop" type. In this latter situation even a long experienced DM might have trouble picking individual eccentricities. Not saying that type of game cannot be fun, just it is much like a con game. That is RAW is much more prevalent then house rules or individual tailored plot lines. Also in those situations individual play style preferences can clash sharply. Not to mention the discrepancy in power level styles. </p><p>Ok, tangent aside. In 3e to my understanding sell casters do not automatically get access to every spell in the source material. Wizards have to both find a genuine copy of the spell (depended on the DM) and pay for scripting it in both time and money. Books can be stolen or destroyed. Divine users are a bit more problematic, but I feel justified to rule in my game that not every god grands every spell, or at least require the PC to get somehow exposed to the new spell (taught by another, find a prayer book describing it ...etc) </p><p>I am not sure that is very helpful, but wanted to add my two copper.</p></blockquote><p></p>
[QUOTE="Luce, post: 6194693, member: 29760"] The role of DM? Make it fun for everyone participating (including himself, for if the DM is not having a good time chances are neither will the players). Now I am of the opinion that there is a lot of variation and different way to have fun. Fighter VS Magic User is not a problem seen at every table/campaign. If the party rarely goes to high levels, where magic spells are both plentiful and powerful/ If the group is very interested in RP vs. combat all the time [both can be fun for different groups]. IF the DM knows his players very well and offers each a chance to interact with the game in a meaningful way. In those and many other cases beside the problem may be nonexistent. Let me harken to previous editions. Fighters got followers at or around 9th level. The focus of the game turned more political or at least added that element to play. Level progression was slower 2e DMG suggests 4 to 6 adventures to gain a level (and judging from the modules published in Dungeon magazine at the time that was not far off the way at least some people played). During those 20+ adventures needed for the Magic user to get his second fireball a rapport and sense of camaraderie usually developed. 10 level was considered high level (as stated in High level handbook). Magic resistance (MR) due to the low non easily replenishment amount of scrolls and wands/rods/staff had greater effect on spell users. My point is that different groups have their own ways of playing, and the fact they continue playing suggest that they are having fun. What I have seen is change in group dynamics. During older editions the hobby was how should a put it, one one hand more reviled and niche, groups started as friends who begun gaming together and long lasting groups prevailed. Nowadays, more groups are pick up and accidental- e.g. "we met at a game shop" type. In this latter situation even a long experienced DM might have trouble picking individual eccentricities. Not saying that type of game cannot be fun, just it is much like a con game. That is RAW is much more prevalent then house rules or individual tailored plot lines. Also in those situations individual play style preferences can clash sharply. Not to mention the discrepancy in power level styles. Ok, tangent aside. In 3e to my understanding sell casters do not automatically get access to every spell in the source material. Wizards have to both find a genuine copy of the spell (depended on the DM) and pay for scripting it in both time and money. Books can be stolen or destroyed. Divine users are a bit more problematic, but I feel justified to rule in my game that not every god grands every spell, or at least require the PC to get somehow exposed to the new spell (taught by another, find a prayer book describing it ...etc) I am not sure that is very helpful, but wanted to add my two copper. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
Top