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General Tabletop Discussion
*TTRPGs General
Game Balance - A Study in Imperfection (forked)
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<blockquote data-quote="AllisterH" data-source="post: 5145232" data-attributes="member: 51325"><p>I think the difference between 3.x modules and pre 3e modules is that I think the latter were scaled FOR the melee classes.</p><p></p><p>What I mean is that, since spell acquisition was random pre 3e, there really was no way a module could be designed under the assumption that the party had access to Spell X.</p><p></p><p>Indeed, there were modules that even explicitly banned/modified spells (queen of demonweb pits I think for example) so that the spellcasters were even more factored out.</p><p></p><p>Contrast this with a 3e module writer who ahs to assume that the party HAS a spellcaster being played by an average player. A simple spell like Protection from Arrows/Missiles which you could NOT count on the party having access to in a pre 3e module.</p><p></p><p>That kind of changes in 3.x IMO. Designers assume that the players have characters with access/know most of the spells in the PHB.</p></blockquote><p></p>
[QUOTE="AllisterH, post: 5145232, member: 51325"] I think the difference between 3.x modules and pre 3e modules is that I think the latter were scaled FOR the melee classes. What I mean is that, since spell acquisition was random pre 3e, there really was no way a module could be designed under the assumption that the party had access to Spell X. Indeed, there were modules that even explicitly banned/modified spells (queen of demonweb pits I think for example) so that the spellcasters were even more factored out. Contrast this with a 3e module writer who ahs to assume that the party HAS a spellcaster being played by an average player. A simple spell like Protection from Arrows/Missiles which you could NOT count on the party having access to in a pre 3e module. That kind of changes in 3.x IMO. Designers assume that the players have characters with access/know most of the spells in the PHB. [/QUOTE]
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