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*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Ahnehnois" data-source="post: 6239678" data-attributes="member: 17106"><p>Indeed, and when you look at 3.5 variants and revisions, they do all sorts of things with balance.</p><p></p><p>PF's classes are largely about twenty-level viability and lack of dead levels. There are numerous new abilities for your fighters, but also a new set of powers for wizards, clerics, sorcerers, etc. UA posits several alternative magic systems that, in general, significantly increase the amount of magic available to the big spellcasters.</p><p></p><p>Other variants, say vp/wp from UA or combat reactions from TB are somewhat indirectly more favorable towards the martial classes.</p><p></p><p>Similarly, my own houserules range from things that significantly increase the power of a typical spellcaster (say, making all spell DCs the same) to decreasing it (splitting ability score dependencies).</p><p></p><p>The overall conclusion to both my own hackwork and the broader market of 3.X revisionism is that many diverse changes are worthwhile, but most of them go to things that are broader than this thread topic. For example, the need to engage all six ability scores, or to avoid dead levels and provide an incentive not to dip around, or to create more nuanced modeling of combat actions. Balance between any two classes (or categories of classes) is trivial by comparison, which is why different variants toss that balance around so liberally.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6239678, member: 17106"] Indeed, and when you look at 3.5 variants and revisions, they do all sorts of things with balance. PF's classes are largely about twenty-level viability and lack of dead levels. There are numerous new abilities for your fighters, but also a new set of powers for wizards, clerics, sorcerers, etc. UA posits several alternative magic systems that, in general, significantly increase the amount of magic available to the big spellcasters. Other variants, say vp/wp from UA or combat reactions from TB are somewhat indirectly more favorable towards the martial classes. Similarly, my own houserules range from things that significantly increase the power of a typical spellcaster (say, making all spell DCs the same) to decreasing it (splitting ability score dependencies). The overall conclusion to both my own hackwork and the broader market of 3.X revisionism is that many diverse changes are worthwhile, but most of them go to things that are broader than this thread topic. For example, the need to engage all six ability scores, or to avoid dead levels and provide an incentive not to dip around, or to create more nuanced modeling of combat actions. Balance between any two classes (or categories of classes) is trivial by comparison, which is why different variants toss that balance around so liberally. [/QUOTE]
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