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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How did 4e take simulation away from D&D?
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<blockquote data-quote="Herremann the Wise" data-source="post: 5510674" data-attributes="member: 11300"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Actually in 3.5 there is reasonable balance up until mid levels when the wizard starts pulling away in power; significantly so by the time higher levels are reached. In essence I agree that there is a problem there which is why I suggested the above as a method of equalizing the effect of wizards and fighters while maintaining the differentiation of the two (as well as allowing the upholding of certain fantasy tropes that I enjoy - but expect that you might not).</p><p></p><p>In terms of Pathfinder, I think you might need to re-evaluate your opinion if you played it (although obviously you seem a hardcore 4e player/DM/fan and so would have close to zero motivation to do so). Martial types get a lot more perks and are significantly more well-rounded at all levels (including the highest). Likewise, wizards have been significantly addressed in terms of spell power and significantly harder concentration checks to casting that make for a much more cautious caster at high levels.</p><p></p><p>Perhaps the biggest balancing though is in restricting things to the Core Rules and the one or two splat books that they have produced and are producing(Advanced Player's Guide and the forthcoming Ultimate Magic and Combat). There is no complete series, player's handbook II or spell compendium to completely spoil the wizard and trash a campaign with over-powered magic. I think given their want to maintain backwards compatibility (not wanting to invalidate their entire line of products in one go); they did as much as they could to balance and empower the classes while maintaining that compatibility. Certain high level spells are hard-coded into the OGL and it is this facet that still gives the wizard the edge in power at highest levels (16 to 20). For the majority of DMing and play, my experience has been (as have a lot of others) that Pathfinder significantly addressed the issue and were successful.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5510674, member: 11300"] :D Actually in 3.5 there is reasonable balance up until mid levels when the wizard starts pulling away in power; significantly so by the time higher levels are reached. In essence I agree that there is a problem there which is why I suggested the above as a method of equalizing the effect of wizards and fighters while maintaining the differentiation of the two (as well as allowing the upholding of certain fantasy tropes that I enjoy - but expect that you might not). In terms of Pathfinder, I think you might need to re-evaluate your opinion if you played it (although obviously you seem a hardcore 4e player/DM/fan and so would have close to zero motivation to do so). Martial types get a lot more perks and are significantly more well-rounded at all levels (including the highest). Likewise, wizards have been significantly addressed in terms of spell power and significantly harder concentration checks to casting that make for a much more cautious caster at high levels. Perhaps the biggest balancing though is in restricting things to the Core Rules and the one or two splat books that they have produced and are producing(Advanced Player's Guide and the forthcoming Ultimate Magic and Combat). There is no complete series, player's handbook II or spell compendium to completely spoil the wizard and trash a campaign with over-powered magic. I think given their want to maintain backwards compatibility (not wanting to invalidate their entire line of products in one go); they did as much as they could to balance and empower the classes while maintaining that compatibility. Certain high level spells are hard-coded into the OGL and it is this facet that still gives the wizard the edge in power at highest levels (16 to 20). For the majority of DMing and play, my experience has been (as have a lot of others) that Pathfinder significantly addressed the issue and were successful. Best Regards Herremann the Wise [/QUOTE]
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General Tabletop Discussion
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How did 4e take simulation away from D&D?
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