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*Pathfinder & Starfinder
Flying Fighters and Other Stories of Dependence, Independence and Interdependence
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5975436" data-attributes="member: 710"><p>They made enough noise to give us D&D 4th Edition. It's just this time the pendulum swings the opposite direction.</p><p></p><p>But we haven't seen high levle spellcaster yet. Maybe they are far more limited then we expect. Currently, my expectation is that it will work as in past editions where a 10th level caster will have access to 4-5 spell levels (I've heard some talk the max level is only level 7?), and has multiple slots per spell level.</p><p></p><p>But maybe they do something else, and instead, people do not get new spell slots beyond level 3 or 5 or whatever? Instead, some slots just can fit higher level spells. So a endgame caster will only have 12 spells or so, unlike the 36+ a high level 3.x spellcaster was guaranteed. This would make it very hard to bring all the utlity spells to bear, and load up a lot of offensive spells as well.</p><p></p><p></p><p></p><p>Again the problem is that people do not see interdependence. They see that the Fighter needs the Wizard to do his stuff, but not tha the Wizard needs the fighter for anything. That is where you may disagree, but people have gameplay experience that suggests otherwise. </p><p></p><p>They have seen people playing min/maxed Wizards that didn't need a Fighter to kill enemies, even against creatures with spell resistance and decent saving throws. They have seen Wizards that could cast Knock to open Locks and used other spells to deal with magical traps. They have seen Fighters die to a random save or death effect that some NPC caster or monster used and the only way to avoid that was if the Cleric had cast the right spell, making him highly dependent on the Cleric. But the same Cleric with that spell and another spell could match the Fighter's offensive combat prowess as well.</p><p></p><p>But we've also seen all-martial parties in 4E that worked as a team and kill the opposition without needing some spellcaster to save their ass. And we've seen mixed parties where Fighters and Wizards cooperated and coordinated with each other to become more effective then they could be alone.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5975436, member: 710"] They made enough noise to give us D&D 4th Edition. It's just this time the pendulum swings the opposite direction. But we haven't seen high levle spellcaster yet. Maybe they are far more limited then we expect. Currently, my expectation is that it will work as in past editions where a 10th level caster will have access to 4-5 spell levels (I've heard some talk the max level is only level 7?), and has multiple slots per spell level. But maybe they do something else, and instead, people do not get new spell slots beyond level 3 or 5 or whatever? Instead, some slots just can fit higher level spells. So a endgame caster will only have 12 spells or so, unlike the 36+ a high level 3.x spellcaster was guaranteed. This would make it very hard to bring all the utlity spells to bear, and load up a lot of offensive spells as well. Again the problem is that people do not see interdependence. They see that the Fighter needs the Wizard to do his stuff, but not tha the Wizard needs the fighter for anything. That is where you may disagree, but people have gameplay experience that suggests otherwise. They have seen people playing min/maxed Wizards that didn't need a Fighter to kill enemies, even against creatures with spell resistance and decent saving throws. They have seen Wizards that could cast Knock to open Locks and used other spells to deal with magical traps. They have seen Fighters die to a random save or death effect that some NPC caster or monster used and the only way to avoid that was if the Cleric had cast the right spell, making him highly dependent on the Cleric. But the same Cleric with that spell and another spell could match the Fighter's offensive combat prowess as well. But we've also seen all-martial parties in 4E that worked as a team and kill the opposition without needing some spellcaster to save their ass. And we've seen mixed parties where Fighters and Wizards cooperated and coordinated with each other to become more effective then they could be alone. [/QUOTE]
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