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Forked Thread: Just played my first 4E game
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4380307" data-attributes="member: 710"><p>I can say only this:</p><p>In every party where we didn't have a "real" arcana spellcaster (Wizard or sometimes Sorcerer) or a "real" divine spellcaster (=Cleric, and rarely Druid), we noticed the lack of them severely. </p><p></p><p>We did also suffer if other roles weren't covered, most specifically the "Meat-Shield". We experienced that most Barbarian, Rangers, Rogues or Monks just couldn't cover the role _unless_ they had a Cleric in the back that healed them constantly. </p><p></p><p>(I think this mostly reinforces the idea of the importance of Roles)</p><p></p><p>Fighting against group of monsters is a pain without a Wizard or Sorcerer lobbing some fireballs. And fighting without a Bards, Clerics or Wizard/Sorcerer buff spells is very dangerous.</p><p></p><p>Most valuable protective abilities come from Clerics and Wizards. The only way to avoid that is a truck-load of magical items and Use Magic Device, which effectively meant you were still dependent on Wizard or Cleric class powers. </p><p>And seriously, several high level spells are critical for any party. Ressourection magic, Teleportation, and some Abjuration (Dispel Magic, Break Enchantment, Remove Curse) Divinations (Identify, Analyze Dweomer, Scrying, Find the Path) greatly affect the nature of the game, and if you have them, you can play entirely different campaigns then when you haven't, while it makes no functional difference whether the party has a Rogue5 or a Rogue15. </p><p></p><p>And that's why Spellcasters rule and are the most powerful. They change the nature of the game fundamentally.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4380307, member: 710"] I can say only this: In every party where we didn't have a "real" arcana spellcaster (Wizard or sometimes Sorcerer) or a "real" divine spellcaster (=Cleric, and rarely Druid), we noticed the lack of them severely. We did also suffer if other roles weren't covered, most specifically the "Meat-Shield". We experienced that most Barbarian, Rangers, Rogues or Monks just couldn't cover the role _unless_ they had a Cleric in the back that healed them constantly. (I think this mostly reinforces the idea of the importance of Roles) Fighting against group of monsters is a pain without a Wizard or Sorcerer lobbing some fireballs. And fighting without a Bards, Clerics or Wizard/Sorcerer buff spells is very dangerous. Most valuable protective abilities come from Clerics and Wizards. The only way to avoid that is a truck-load of magical items and Use Magic Device, which effectively meant you were still dependent on Wizard or Cleric class powers. And seriously, several high level spells are critical for any party. Ressourection magic, Teleportation, and some Abjuration (Dispel Magic, Break Enchantment, Remove Curse) Divinations (Identify, Analyze Dweomer, Scrying, Find the Path) greatly affect the nature of the game, and if you have them, you can play entirely different campaigns then when you haven't, while it makes no functional difference whether the party has a Rogue5 or a Rogue15. And that's why Spellcasters rule and are the most powerful. They change the nature of the game fundamentally. [/QUOTE]
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