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How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?

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I'm also very fond of this archetype, but usually I find a 3rd-5th level expert with a couple a good feats and the "heroic" aging bonuses: the ones which model gaining a keen mind, great wisdom and an aura of charisma, rather than drooling senility.

The low Con is useful for modeling frailty. But a 20th level commoner with a Constitution of 18 (Nothing special: nonelite array, all level bumps to Con) has 130 hit points.

What manner of beast is this?

Oh, what a hilarious encounter you could run with a lvl 20 commoner with 130 hit points. He could probably beat the hell out of a lvl 7or 8 party. Boy, that would be fun.


Farmer Joe that survived several wars and monster attacks on the village. Don't mess with Farmer Joe, he'll clean your clock.
 

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My rebuttal is that this is fine and, frankly, a sometimes awesome way to play. Low magic, sword and sandals, bronze age games can be tons of fun.

...If everyone is on board.

The problem with D&D is that fighters are playing a low magic, sword and sandals, bronze age game, and the wizards are playing a high fantasy, everything is flying, magic is regular game, and the two don't mesh well together. You want to be a non-supernatural fighter that grits his teeth and slices apart an orc, in a daring fight, and that's really cool, but the wizard is playing a game where he's a flying teleporting dragon that can wave his hand and kill All The Orcs.

How are fighters playing low magic? Are you telling me the fighters in your 3.x campaigns were so weak and underequipped, they were merely the wizards chump Igor type?

I have had more trouble in my campaigns challenging melee and physical damage types than any other type of character.

If I want to challenge a wizard, I give a creature high saves. Challenging a figther-type and I have to give the creature a mountain of hit points they do so much damage. And you call that sword and sandals bronze age?

This is why I can't take your opinion seriously. It is so far out of touch with the games I played in, I don't even know where to begin.

A high lvl fighter, say 15 or so. With a weapon and armor appropriate to his level and a well-designed feat scheme could mow down an army of giants, was untouchable against an or army, and could crush a gang of demons in a few rounds. And this isn't supernatural or strong enough for you? What game were you playing?

A well-designed fighter archer was a vicious damage dealer that could take down a wizard in one round if that wizard lost initiative, which was quite possible given the archer was dex-based.

A well-designed fighter could do an average of 30 to 40 damage or more a hit and get their crit rating to insane levels pre-3.5 They would ruin fights with a lucky series of crits that would annihilate your average dragon.

Yet these guys are your standard, low power chumps being outdone by the wizard?

You couldn't prove that to my players. The fighter-types knew how to make their characters dangerous. If they were common, sword and sandal fighters, I don't know what supernatural fighters you were talking about. They were more like Hercules or Conan than Joe Blow gladiator from the Bronze Age.






I'm not belittling anyone. I'm saying that Elric's magic is a one time super draining ritual. He doesn't throw magic missiles and fly as an invisible teleporting dragon. He can on occasion summon horrible spirits and elder gods with unspeakable names. That's not a D&D character.

Elric obliterated armies with a few words, easily. No, he wasn't throwing magic missiles all the time. And some of his abilities were ritual magic. Some of it was simple "I obliterate all the lowly mortals with a few words because I'm that damn bad to the bone".
 

Before 4e, no edition of D&D distinguishes between the capabilities of PCs and NPCs, as far as I am aware.
The 1st ed AD&D DMG treats stats for NPCs with PC classes differently. In some cases NPCs have lower minimums. In other cases they have stat adjustments rather than minimums.

The same book also has NPC fighters who are incapable of gaining levels (in the rules for hiring mercenaries).

I don't know 2nd ed AD&D so well, but I suspect that it abandoned these rules.
 


A high lvl fighter, say 15 or so. With a weapon and armor appropriate to his level and a well-designed feat scheme could mow down an army of giants, was untouchable against an or army, and could crush a gang of demons in a few rounds. And this isn't supernatural or strong enough for you? What game were you playing?

A well-designed fighter archer was a vicious damage dealer that could take down a wizard in one round if that wizard lost initiative, which was quite possible given the archer was dex-based.

A well-designed fighter could do an average of 30 to 40 damage or more a hit and get their crit rating to insane levels pre-3.5 They would ruin fights with a lucky series of crits that would annihilate your average dragon.

Yet these guys are your standard, low power chumps being outdone by the wizard?

There is a synonym for "well-designed" that is used more often now: Optimized. And that is what those 2 fighters you described are. Those were not builds you could generate in 10 minutes. They also had weakness out the wazoo. So they were not standard run of the mill characters, they were hyper-focused specialists built out stuff from a dozen different books.

At the same point your average wizard had been granting limited wishes for 2 levels already.

You couldn't prove that to my players. The fighter-types knew how to make their characters dangerous. If they were common, sword and sandal fighters, I don't know what supernatural fighters you were talking about. They were more like Hercules or Conan than Joe Blow gladiator from the Bronze Age.

What you are describing is system mastery. Your players had enough system mastery that they could make fighters effective, but if they had used an equivalent level of mastery on a cleric, druid, wizard or sorcerer they would have ended up with characters who far outstripped them in power often with fewer vulnerabilities.
 

Grey Mouser was a thief who also knew a handful of spells. The emphasis was never on the spellcasting.

Grey Mouser is, as is so common, almost impossible to represent in older editions of D&D but trivial in 4e. He didn't have six-second combat magic that was mandatory of old spellcasters. He had enough training to be a ritual caster and was therefore a spellcaster. But he fought as a thief.

Elric never cast fireball. He could do a grand and powerful ritual that was hilariously draining to do magic, certainly! But he was never anywhere close to a D&D wizard.

One more ritual caster. Something that simply didn't work in classic D&D.

Oh sure, his antagonists could cast plenty of spells with no magic items, but they weren't PCs, were they?

Yup. Getting back to the thread title, the normal way the Wizard/Warrior Balance Problem is handled in Fantasy Literature is the same way the Warrior/Dragon Balance Problem is handled in Fantasy Literature. Wizards are antagonists or support NPCs not PCs.

I never read Lankhmar, so you have me there!

I thought that was Fafhrd/Grey Mouser.

So you've just demonstrated that the term "Vancian" is often stretched beyond what it should properly denote. Not sure I'm seeing your point.

That D&D spellcasting is D&D spellcasting and has precious little to do with non D&D fantasy literature.

I know, right? Makes it all the more remarkable that a PC who is basically a fighter-thief just so happens, casually casually, to know a few spells. Suddenly being a wizard doesn't seem all that special.

Except he always screws them up... Also he's a 4e Ritual Caster, not any form of classic D&D (i.e. OD&D/AD&D/3.X) Caster.

So... you're belittling the magical power of a guy who gets really tired summoning gods.

Can he pull it off (or indeed any real combat magic) in 6 seconds? If not, classic D&D casting is not a good model.

A lot of the talk in the last couple of pages about how you can justify high-level fighters cleaving mountains in half completely misses the point.

It doesn't matter how much mythic history there is supporting it, nor does it matter how much genre support there is. Some people don't like to play that way.

And no one is disputing that. The problem isn't whether the game is gritty or high magic. It's in the thread title. The Wizard vs Warrior Balance problem. WHFRP doesn't have this issue; fighters are gritty - but magic will blow back in your face. Exalted doesn't have this problem; magic is powerful, but so are fighters. The problem is The Wizard vs Warrior Balance. You want warriors to play gritty and wizards to play near-effortlessly.

Tastes vary. I don't want my non-supernatural fighter to be able to cleave mountains, no matter how much some of you might want me to.

And I don't care. Low magic is fun. The problem is the mix of the low magic fighter and the high magic wizard. Play WHFRP 2e for a bit. Wizards there don't like casting spells because they backfire and have side effects. Or open yourself to demonic posession.

Jester, you are right that you should be able to have high-level Fighters be purely mundane warriors, and Cirno you are right that that you should be able to make high-level Fighters superheroic demigods. Where you are wrong is that D&D and other RPGs potentially have room for both. The problem is that most are not designed to handle both. 4th edition can handle both but not at the same level.

Mundane fighter who is just that good: Knight. Super-heroic demigod: Fighter.

How are fighters playing low magic? Are you telling me the fighters in your 3.x campaigns were so weak and underequipped, they were merely the wizards chump Igor type?

I have had more trouble in my campaigns challenging melee and physical damage types than any other type of character.

If I want to challenge a wizard, I give a creature high saves.

And a good one makes this irrelevant.

Challenging a figther-type and I have to give the creature a mountain of hit points they do so much damage. And you call that sword and sandals bronze age?

Now I see your problem. Your wizards were thinking like fighters. High saves don't even win in combat.

A high lvl fighter, say 15 or so. With a weapon and armor appropriate to his level and a well-designed feat scheme could mow down an army of giants, was untouchable against an or army, and could crush a gang of demons in a few rounds. And this isn't supernatural or strong enough for you? What game were you playing?

You mean a fighter that was entirely twinked out, right? Because at level 15 they had 8 feats from being a fighter. Assume weapon spec/greater weapon spec/weapon focus/greater weapon focus, and an exotic weapon as 5. Iron Will as a 6th to have a chance with the will save. That's two spare feats - unless you used a lot of non-core material (when wizards should be running complete rings round non-casters).

A well-designed fighter archer was a vicious damage dealer that could take down a wizard in one round if that wizard lost initiative, which was quite possible given the archer was dex-based.

Simple question: Why was the wizard rolling straight initiative against the fighter archer? Not simply ensorcelling him in the surprise round? (And if you say it was more likely that the fighter got surprise, the wizard's hat needs painting with a D).

A well-designed fighter could do an average of 30 to 40 damage or more a hit and get their crit rating to insane levels pre-3.5 They would ruin fights with a lucky series of crits that would annihilate your average dragon.

Why were the dragons letting them get that close? And pre-3.5. 15th level. Hasted spellcasters?

Yet these guys are your standard, low power chumps being outdone by the wizard?

If the wizards knew what they were doing, yes.

You couldn't prove that to my players. The fighter-types knew how to make their characters dangerous.

So you yourself admit that your fighters were good at min/max. And from everything you've said, your wizards weren't. From everything you've said, your wizards were trying to play the fighters' game. Not their own. (Just as well; wizards can do useful things in the fighters' game - but fighters can't compete with wizards at theirs).
 

Since I don't know how you are defining "normal" then it's difficult to answer.

That tells me quite a bit, thank you. It tells me that you are not actually reading all of the responses to your posts. For example, the post directly above the one to which you replied.

Answer: I mean a human being, which could potentially exist without supernatural effect within the real world or the fictional analogue thereof.

I am not sure if you simply didn't read, or if, reading, you didn't understand, but either way, that tells me something about your position.

I do think that a F1 in any edition, is better than a common individual AS DEFINED BY THE SYSTEM.

Yes, I know that you think that.

Not possible unless the turnip farmer is actually a F1. Even if they have the same stats, same hp, same AC, the Fighter still has better saving throws. The fighter still has more skills. The fighter most certainly still has way more potential as well.

Let's take a look at the post you either didn't read or didn't understand again, shall we?

Stat modifiers can change that, easily enough.

Already addressed, and disproven. A Normal Man is assumed to have 10's and 11's unless there is something different, as a convenience for the DM. Likewise, the DM can choose to give anyone any stats he thinks appropriate (so that the local Smith can have greater Strength, for example, or some local urchin can have better Dexterity). He can even choose to have them save as a Fighter 1, or give them some subset of thief abilities, or allow them to cast minimal spells. Again, see T1 and N1 for examples.

It is also blindingly obvious that the DM can choose to have that turnip farmer, at any time in the future, become a FTR 1 as a result of in-game events, and progress as far, or farther, than the PC FTR 1.

So, again, no, the system doesn't determine his potential. The DM, and the logic of the shared fictional space do.

What's with the snark? When did I tell anyone they were having fun wrong? I did say that the point is not mechancally supported and I'll stand by that, but, where did I say that someone was having badwrongfun?

Snark? That was benefit of the doubt!

There must be a difference, or there is a difference when you are playing? Are you really unable to imagine a game in which a Ftr 1 might be a turnip farmer, or are you stating a preference? It certainly seems, still, when I go back and read your earlier posts, that you were saying that having a PC Ftr 1 be a farmer fresh off the turnip wagon was playing the game wrong. And you still seem to think it is objectively wrong.

I was trying to figure out some rational reason why, after all those posts you ignored responding to, you were still clinging to the idea that a Ftr 1 cannot be a turnip farmer (or vice versa).

Now I have another answer: You either failed to read or failed to understand those posts.

Now, since you've answered my questions, let me return the favour.

how do YOU deal with the power level disparity? Ignore it? Deal with it? How?

In 1e, it never came up. The highest level character in our group was a 16th level wizard; the second highest, a 14th level fighter. They were both played by the same player. The player had his fighter murder his wizard because, when it came down to it, he didn't need him, and the fighter was more fun to play.

In 2e, it never came up.

In 3e, IMHO, the game is designed to make you prefer getting your eyes gouged out with hot pokers rather than play in a campaign over 6th level. As a consequence, it never came up.

2e and 3e were systems that made me drop D&D, though, because (again, IMHO, YMMV) they proved less fun to play. As a result, my high-level experience is pretty weak with those systems.

But, from the playtests, I can tell you something about how this issue was handled in RCFG, and how it plays out, if you are interested. Fighters and rogues predominate in the playtests because, apparently, they are viewed as the most powerful and/or interesting characters. I rewrote the Tomb of Horrors using RCFG materials, and bumped it up to 10th level. Even in that module, the mundane characters had as much to contribute as the magical ones.

Just as a question, how much higher level D&D have you played? Again, not snark, just a question. I often find that in these conversations, people who don't see the issue generally play low to mid level campaigns where this really isn't much of an issue.

Obviously, if you want to have a lower-magic world, confining yourself to lower levels is a good idea. That said, though, you'd have to tell me exactly what you mean by high-level.

I've played a high-level 1e wizard with a DM who didn't understand the rules, and let anything go. Because he'd frontloaded information into his intended epic campaign, we were able to resolve the entire mess in a single session. It was fun, but I think it was a bit of a shock to him to see how effective high-level characters could be. Admittedly, we almost all died, too, in order to achieve our goal. And we had a lot of fun doing it.

Or, they play with players who have a tacit agreement at the table not to make it an issue. The cleric relagates himself to healbot and doesn't show the firepower that he could. The wizard stays with direct damage spells for the most part and doesn't dominate the game.

In 1e, different characters dominate different scenes, IME. I don't think that you quite appreciate how few spells a caster might have, and how much might get accomplished in a game session. I also think that you don't understand the limitations of spells in a 1e game.

On another thread, as I recall, we went through the T1 Moathouse, and I listed all of the encounters, and where the magic-user's sleep spell would, and would not, work, and what the outcome for our magic-user would be in all the encounters where sleep would be partially effective, using the EN World die roller.

And in the end, after our magic-user was demonstably folded, spindled, and mutilated far more often than not, you were still unable to admit that sleep wasn't an auto-win button.

But, no, I've never had to tell the players, in any version of D&D, to hold back.

The 1st ed AD&D DMG treats stats for NPCs with PC classes differently. In some cases NPCs have lower minimums. In other cases they have stat adjustments rather than minimums.

The same book also has NPC fighters who are incapable of gaining levels (in the rules for hiring mercenaries).

And in some cases, higher stats, and in other cases, NPCs can reach higher levels than PCs (see demi-human level limits for examples).

Grey Mouser is, as is so common, almost impossible to represent in older editions of D&D but trivial in 4e. He didn't have six-second combat magic that was mandatory of old spellcasters. He had enough training to be a ritual caster and was therefore a spellcaster. But he fought as a thief.

Ritual casting appears in 3e.

Six-second combat magic is not a feature of 1e. I think you really need to go back and take a look at casting times in that edition. Also, the standard round is 1 minute.

2e included rules for devising thief characters with mixed abilities, specifically so that one could make a Mouser-like character. Moreso if you used the Players Option books.

The Dragon used to include a column (Giants in the Earth), where the D&D (1e) counterparts of fictional characters were presented. Of course, these were never exact replicas of the characters in question.....largely due to differences in magic systems. For example, the magic system in A Wizard of Earthsea makes for great reading, but it would be cumbersome to list all of the possible side effects that occur in addition to the spell effect you desire, and to then administer them. At least, with 1e, there was a sense of risk involved with casting many of the more powerful spells.

RC
 
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In 1e, different characters dominate different scenes, IME. I don't think that you quite appreciate how few spells a caster might have, and how much might get accomplished in a game session. I also think that you don't understand the limitations of spells in a 1e game.

A good point here. What the wizard can do is almost down to DM fiat.

Ritual casting appears in 3e.

Out of curiosity, where? (I'm not saying I don't believe you - simply that 3e is too big for me to know it all and that's not a part I know.)

Six-second combat magic is not a feature of 1e. I think you really need to go back and take a look at casting times in that edition. Also, the standard round is 1 minute.

6 seconds is indeed 3.x. But 1e combat timescales just confuse me. Most people are able to only attack 1 person in a minute. That's not gritty (indeed my double specialised dagger-throwing fighter in OSRIC probably wasn't doing enough damage to be even gritty despite causing absolute carnage at 1st level*). So it's long, it's intense, and your part is over in a couple of rolls.

* Daggers because I planned to dual class into rogue. I didn't know they would be that deadly...
 

Celtavian said:
Farmer Joe that survived several wars and monster attacks on the village. Don't mess with Farmer Joe, he'll clean your clock.

Except that a 10th-level warrior would model this better.

Are the 23 ranks in Profession (turnip farmer) really necessary? Isn't 13 ranks with Skill Focus (Profession: turnip farming) enough?
 

Out of curiosity, where? (I'm not saying I don't believe you - simply that 3e is too big for me to know it all and that's not a part I know.)

I am first aware of them from Unearthed Arcana, as an option (along with many, many other options, some of which are good, and some less so). They may have appeared elsewhere first. In any event, they are OGC.

You can also find more than one type of "ritual casting" as varient systems in 2e, esp. in the historical reference series. I was particularly fond of the "Rune Magic" system from the Viking sourcebook.

6 seconds is indeed 3.x. But 1e combat timescales just confuse me. Most people are able to only attack 1 person in a minute. That's not gritty (indeed my double specialised dagger-throwing fighter in OSRIC probably wasn't doing enough damage to be even gritty despite causing absolute carnage at 1st level*). So it's long, it's intense, and your part is over in a couple of rolls.

In 1e, it is intended that the combat actually includes much more back-and-forth, but that only the significant parts are rolled for. I.e., in that minute, our fighter generally has only one chance to land a solid blow.

Which leads to a weird effect: 1e fights take longer in game time than 3e fights, but 3e fights take far, far longer in real time. I chose to go with 6-second rounds with RCFG, and combat is fast, but I don't know that this form of micomanagement is actually better in any real sense.


RC
 

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