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*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="sheadunne" data-source="post: 6207875" data-attributes="member: 27570"><p>In most games like this, wizard players tend to focus on blasting, since blasting spells don't contain narrative baggage that can be manipulated on the narrative level. Fireball doesn't require a negotiation (99% of the time anyway). The non-blasting spells that are selected tend to be ones that don't effect the narrative in significant ways. </p><p></p><p>Personally, I'd love a good set of narrative rules for both skills and spells. If there's going to be abilities that can impact the setting, plot, story, etc, then there should be ways in which the dice can decide, and since most of the rest of the game is balanced with a universal mechanic, these should be as well. </p><p></p><p>What type of universal mechanic can replace both the knowledge of location and mis-chance of teleport and the negotiation and cha-check of planar binding? It seems to be that spells are more widely across the board on what to roll, how, when, where, and then after all that, more DM fiat than you can shake a cat at.</p><p></p><p>Spells have</p><p>- Attack rolls </p><p>- Saving throws </p><p>- Skill Checks</p><p>- Ability Score Checks</p><p>- Percentage chances</p><p>- Clever wording requirements of the player/character</p><p>- XP costs (3x not pf)</p><p>- GP requirements</p><p>- Bat Guano</p><p>- Talking requirements</p><p>- Waving hand requirements</p><p>- Math requirements </p><p>- Getting interrupted </p><p>- Attacks of Opportunity</p><p>- Time requirements</p><p>- Spell level</p><p>- Character level</p><p>- Class level</p><p>- Caster level checks</p><p>- Memorization</p><p>- Spontaneous</p><p>- Spell-like</p><p>- Supernatural</p><p>- Spell books</p><p>- Spells per a day</p><p>- Spells known</p><p></p><p>And all that is balanced by the DM saying yes or no. I certainly can't blame any DM for having issues with spells. It's entirely a gut reaction to "how the F**k are these spells balanced? I have to do something about it or I'm going to be overwhelmed and lose control." It's amazing that any of us are able to understand what is going on with spell casting. But it works. And tons of game are played just fine, that are fun and enjoyable, and last for years and years.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6207875, member: 27570"] In most games like this, wizard players tend to focus on blasting, since blasting spells don't contain narrative baggage that can be manipulated on the narrative level. Fireball doesn't require a negotiation (99% of the time anyway). The non-blasting spells that are selected tend to be ones that don't effect the narrative in significant ways. Personally, I'd love a good set of narrative rules for both skills and spells. If there's going to be abilities that can impact the setting, plot, story, etc, then there should be ways in which the dice can decide, and since most of the rest of the game is balanced with a universal mechanic, these should be as well. What type of universal mechanic can replace both the knowledge of location and mis-chance of teleport and the negotiation and cha-check of planar binding? It seems to be that spells are more widely across the board on what to roll, how, when, where, and then after all that, more DM fiat than you can shake a cat at. Spells have - Attack rolls - Saving throws - Skill Checks - Ability Score Checks - Percentage chances - Clever wording requirements of the player/character - XP costs (3x not pf) - GP requirements - Bat Guano - Talking requirements - Waving hand requirements - Math requirements - Getting interrupted - Attacks of Opportunity - Time requirements - Spell level - Character level - Class level - Caster level checks - Memorization - Spontaneous - Spell-like - Supernatural - Spell books - Spells per a day - Spells known And all that is balanced by the DM saying yes or no. I certainly can't blame any DM for having issues with spells. It's entirely a gut reaction to "how the F**k are these spells balanced? I have to do something about it or I'm going to be overwhelmed and lose control." It's amazing that any of us are able to understand what is going on with spell casting. But it works. And tons of game are played just fine, that are fun and enjoyable, and last for years and years. [/QUOTE]
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