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Forked Thread: I hate game balance! (How elves wrecked the wizard and game balance)
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<blockquote data-quote="Philotomy Jurament" data-source="post: 4338791" data-attributes="member: 20854"><p>People often play single-class humans in my games (magic users being quite popular), so I'll answer, too.</p><p></p><p>At low-levels, teamwork is important. I've had groups even assign a particular Fighting Man as a "bodyguard" for a specific low-level Magic User. Also, I think modern D&D players tend to forget how common large parties, and henchmen and hirelings were in older editions (at least in my games). The combat rules were "lighter," and large parties and large battles go pretty quick. My players usually have a few men-at-arms and linkboys along with the group. Again, this allows "bodyguards" for the Magic Users, and also lets the group employ more complex tactical formations than a smaller party would.</p><p></p><p>Avoiding melee is also paramount for a Magic User. This means it's almost always best for the group to enter into combat on the groups's terms. Proper scouting is key, here. So are other options like running, spiking doors shut (or using <strong>hold portal</strong>, and dropping food or treasure to delay or deter pursuit. </p><p></p><p>I DM'd a single class human Magic User as a solo PC, a few years back. She was high Cha, and used that to her advantage, building a group of loyal NPC men-at-arms and (eventually) henchmen around her. It worked out great.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 4338791, member: 20854"] People often play single-class humans in my games (magic users being quite popular), so I'll answer, too. At low-levels, teamwork is important. I've had groups even assign a particular Fighting Man as a "bodyguard" for a specific low-level Magic User. Also, I think modern D&D players tend to forget how common large parties, and henchmen and hirelings were in older editions (at least in my games). The combat rules were "lighter," and large parties and large battles go pretty quick. My players usually have a few men-at-arms and linkboys along with the group. Again, this allows "bodyguards" for the Magic Users, and also lets the group employ more complex tactical formations than a smaller party would. Avoiding melee is also paramount for a Magic User. This means it's almost always best for the group to enter into combat on the groups's terms. Proper scouting is key, here. So are other options like running, spiking doors shut (or using [b]hold portal[/b], and dropping food or treasure to delay or deter pursuit. I DM'd a single class human Magic User as a solo PC, a few years back. She was high Cha, and used that to her advantage, building a group of loyal NPC men-at-arms and (eventually) henchmen around her. It worked out great. [/QUOTE]
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Forked Thread: I hate game balance! (How elves wrecked the wizard and game balance)
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