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*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Ahnehnois" data-source="post: 6203537" data-attributes="member: 17106"><p>None of those really change the magic/non-magic paradigm radically though. Fighters are still commoners that swing really fast and are tough, while wizards are the ones who do stuff that other people can't.</p><p></p><p>I'm trying to walk the line here of explaining that the rules aren't perfect, but that the variants I use are not to fix some huge problem, they're tweaks to a variety of ends. There are some real mechanical issues being touched on, but I don't think they ruin the play experience and I don't think they're difficult to fix, by and large.</p><p></p><p>You and me both.</p><p>Does it really matter that much? I've played 3.0 and 3.5 basically as written, and then mixed in ideas from every other source I could find. I've had it every which way. Do I like the customized game better? Yes. Have various changes I've made changed class balance to some extent? Yes. Are we talking about my particular game? No.</p><p></p><p>Absolutely. In a game with no wealth and close to average ability scores, a wizard who can cast Fireball is working miracles. In a game where your fighter is Hercules, that wizard is less impressive. Nonmagical abilities are more responsive to those kinds of changes in power level. Meaning that the between-class comparison is not a static thing, nor should it be.</p><p></p><p>There is no PHB3 for 3e, but assuming you meant the second one, it's irrelevant. My issues with some of those rules are pretty well documented. I don't think it's a question of one versus another.</p><p></p><p>Moreover, as we've covered before, my broader houserule environment includes a spell point system that makes all spells at the highest DC, XP-free magic item creation, and various other perks, so it's not like I rebalanced my rules solely to make the fighters better. I've made everything better.</p><p></p><p>Typically 1-2 in a 4-6 hour session, with maybe two or three such sessions per character level. Probably 20-30% of play time.</p><p></p><p>True. I understand the math. It's a fascinating phenomenon. On some level, I'm just creating input and watching the game engine run.</p><p></p><p>Of course, it may also be something that occurs at the character optimization level. Typically I'm the one trying the fancy spells, your summonings, your enchantments, your polymorphs. I run a lot of high level caster BBEGs. Whereas the players tend to be more straightforward. A lot of martial types, mixed martial/casters. A lot of direct attack and buff spells. Not a lot of gimmicks. Maybe if I just stopped playing the weaker classes...</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6203537, member: 17106"] None of those really change the magic/non-magic paradigm radically though. Fighters are still commoners that swing really fast and are tough, while wizards are the ones who do stuff that other people can't. I'm trying to walk the line here of explaining that the rules aren't perfect, but that the variants I use are not to fix some huge problem, they're tweaks to a variety of ends. There are some real mechanical issues being touched on, but I don't think they ruin the play experience and I don't think they're difficult to fix, by and large. You and me both. Does it really matter that much? I've played 3.0 and 3.5 basically as written, and then mixed in ideas from every other source I could find. I've had it every which way. Do I like the customized game better? Yes. Have various changes I've made changed class balance to some extent? Yes. Are we talking about my particular game? No. Absolutely. In a game with no wealth and close to average ability scores, a wizard who can cast Fireball is working miracles. In a game where your fighter is Hercules, that wizard is less impressive. Nonmagical abilities are more responsive to those kinds of changes in power level. Meaning that the between-class comparison is not a static thing, nor should it be. There is no PHB3 for 3e, but assuming you meant the second one, it's irrelevant. My issues with some of those rules are pretty well documented. I don't think it's a question of one versus another. Moreover, as we've covered before, my broader houserule environment includes a spell point system that makes all spells at the highest DC, XP-free magic item creation, and various other perks, so it's not like I rebalanced my rules solely to make the fighters better. I've made everything better. Typically 1-2 in a 4-6 hour session, with maybe two or three such sessions per character level. Probably 20-30% of play time. True. I understand the math. It's a fascinating phenomenon. On some level, I'm just creating input and watching the game engine run. Of course, it may also be something that occurs at the character optimization level. Typically I'm the one trying the fancy spells, your summonings, your enchantments, your polymorphs. I run a lot of high level caster BBEGs. Whereas the players tend to be more straightforward. A lot of martial types, mixed martial/casters. A lot of direct attack and buff spells. Not a lot of gimmicks. Maybe if I just stopped playing the weaker classes... [/QUOTE]
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