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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Ahnehnois" data-source="post: 6203433" data-attributes="member: 17106"><p>To some extent this is true. However, in practice, there are still some considerations. They usually can only cast a few of their highest level spell. And at those levels, their special things are pretty special, but they start failing more, because that's when SR and dispelling and such come into play.</p><p></p><p>Do I think casters get too many spell slots and recover them too easily? Yes. Do I think it typically breaks the game? No. Would I change it and give them fewer resources if I rewrote the game? Yes.</p><p></p><p>In practice, I find that this describes barbarians better than fighters. In D&D, defense is largely about items, and a heavily armored fighter with the best save boosters and ability enhancers that money can buy often doesn't take that much damage.</p><p></p><p>This is also a strictly combat perspective. By analogy, divinations answer one question while Knowledge checks keep going. Charm charms one guy while Diplo keeps going (and isn't illegal mind control). Invisibility runs out, but Hide and Move Silently are a way of life.</p><p></p><p>Typically, I run battles that would be well off the EL charts, and I find that fighters remain useful because there are fewer countermeasures for a sword than for a spell, and because of within-battle attrition of useful spells slots.</p><p></p><p>I do rather like advance planning and tactics to matter, and turtling is bad. I would describe turtling as a pitfall, but not a necessity. Again, it's all about trust.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6203433, member: 17106"] To some extent this is true. However, in practice, there are still some considerations. They usually can only cast a few of their highest level spell. And at those levels, their special things are pretty special, but they start failing more, because that's when SR and dispelling and such come into play. Do I think casters get too many spell slots and recover them too easily? Yes. Do I think it typically breaks the game? No. Would I change it and give them fewer resources if I rewrote the game? Yes. In practice, I find that this describes barbarians better than fighters. In D&D, defense is largely about items, and a heavily armored fighter with the best save boosters and ability enhancers that money can buy often doesn't take that much damage. This is also a strictly combat perspective. By analogy, divinations answer one question while Knowledge checks keep going. Charm charms one guy while Diplo keeps going (and isn't illegal mind control). Invisibility runs out, but Hide and Move Silently are a way of life. Typically, I run battles that would be well off the EL charts, and I find that fighters remain useful because there are fewer countermeasures for a sword than for a spell, and because of within-battle attrition of useful spells slots. I do rather like advance planning and tactics to matter, and turtling is bad. I would describe turtling as a pitfall, but not a necessity. Again, it's all about trust. [/QUOTE]
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