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General Tabletop Discussion
*TTRPGs General
How do you 'nudge' your players away from tank mentality? (and high magic games)
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<blockquote data-quote="ThirdWizard" data-source="post: 3097739" data-attributes="member: 12037"><p>But, they aren't. They're just different.</p><p></p><p>The problem isn't that the barbarian PC is overpowered. Well, he is relatively, but really the other PCs are just <em>weak</em>. Ninja spellthief? Rogue swashbuckler? Those are subpar combonation, and they're suffering because of it. </p><p></p><p>Secondly, the lack of magical items is a huge problem. One of the drawbacks of the barbarian is that its difficult to raise his AC up with the traditional build (no shield, light armor). But, in a low magic setting, everyone will have a low AC. That drawback goes right out the window. Compare the barbarian to a fighter in magical fullplate with a magical shield and you'll see what I'm getting at here. Compare his damage output to a rogue with UMD and a wand of <em>greater invisibility</em> or even a ring of blinking.</p><p></p><p>Your problems aren't going to go away until you adress the underlying problem that magic is a built in balancing mechanic in the game, and yes an inter-class balancing mechanic. The standard wealth is just assumed into the balance of the game as the PCs go up in levels, and wonky things can happen if you don't compensate in some way.</p><p></p><p>You don't have to use magical items, but you can give built in class features. Fighters can get built in AC enhancment bonuses, or they can get +1d6 damage with weapons as a class feature, or what have you. I do this kind of thing quite often. But, you need some kind of compensation.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 3097739, member: 12037"] But, they aren't. They're just different. The problem isn't that the barbarian PC is overpowered. Well, he is relatively, but really the other PCs are just [i]weak[/i]. Ninja spellthief? Rogue swashbuckler? Those are subpar combonation, and they're suffering because of it. Secondly, the lack of magical items is a huge problem. One of the drawbacks of the barbarian is that its difficult to raise his AC up with the traditional build (no shield, light armor). But, in a low magic setting, everyone will have a low AC. That drawback goes right out the window. Compare the barbarian to a fighter in magical fullplate with a magical shield and you'll see what I'm getting at here. Compare his damage output to a rogue with UMD and a wand of [i]greater invisibility[/i] or even a ring of blinking. Your problems aren't going to go away until you adress the underlying problem that magic is a built in balancing mechanic in the game, and yes an inter-class balancing mechanic. The standard wealth is just assumed into the balance of the game as the PCs go up in levels, and wonky things can happen if you don't compensate in some way. You don't have to use magical items, but you can give built in class features. Fighters can get built in AC enhancment bonuses, or they can get +1d6 damage with weapons as a class feature, or what have you. I do this kind of thing quite often. But, you need some kind of compensation. [/QUOTE]
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How do you 'nudge' your players away from tank mentality? (and high magic games)
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