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Fighters vs Wizards - A New (?) Look at Balance...
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<blockquote data-quote="MichaelSomething" data-source="post: 6119341" data-attributes="member: 51168"><p>How can you stop telegraphs though? If your world is consistent or has reoccurring elements, most players can predict what's gonna happen some of the time. And what if the players are active in scouting and spying on the enemy?</p><p></p><p>As for resting, while making it hard to do was built in older games, it isn't so much now. Is every campaign or adventure a massive time crunch with no time to prepare? How many 3.5 adventures advised the DM to ambush the party at night?</p><p></p><p>Also, the game is built with the intention that wizards can pick whatever spell they want to add to their spellbook. Every level or two a wizard can add any two spells he wants. The book never says you can't add this spell or that spell. Also, the magic item system more or less allows you to buy whatever you need assuming you can get to a big enough city with enough gold. Of course, your world could simply not have large cities that be easily accessed or you could deny your party gold (but that would also run counter to how the rules run).</p><p></p><p>OF COURSE, you can alter the game to compensate for the class imbalance, but isn't that the same as saying that the classes are imbalanced with the normal rules? Would you expect every DM to have enough system mastery to understand that and know how to fix it?</p></blockquote><p></p>
[QUOTE="MichaelSomething, post: 6119341, member: 51168"] How can you stop telegraphs though? If your world is consistent or has reoccurring elements, most players can predict what's gonna happen some of the time. And what if the players are active in scouting and spying on the enemy? As for resting, while making it hard to do was built in older games, it isn't so much now. Is every campaign or adventure a massive time crunch with no time to prepare? How many 3.5 adventures advised the DM to ambush the party at night? Also, the game is built with the intention that wizards can pick whatever spell they want to add to their spellbook. Every level or two a wizard can add any two spells he wants. The book never says you can't add this spell or that spell. Also, the magic item system more or less allows you to buy whatever you need assuming you can get to a big enough city with enough gold. Of course, your world could simply not have large cities that be easily accessed or you could deny your party gold (but that would also run counter to how the rules run). OF COURSE, you can alter the game to compensate for the class imbalance, but isn't that the same as saying that the classes are imbalanced with the normal rules? Would you expect every DM to have enough system mastery to understand that and know how to fix it? [/QUOTE]
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