No, the players have as much, if not more resposibility than the designers.
Why shouldn't it be a design issue? Why put something there if using it makes you a douchey player or a failure of a DM? If you want to houserule all over the place, fine, but why is someone getting paid to design stuff that's overpowered and broken (read: abusable)? I know a lot of that stuff is legacy, back from the days when spellcasters had actual balance baked right in.
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all that potential is in the game to be used, and many, many, many groups use it.
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Don't get me wrong; I'm all about the social contract and not being an asshat at the game table. Not everyone is, and sometimes it can't be helped, as I've argued before. Insisting that the problem is entirely with the players is dodging the issue.
On this point I tend to agree with MrMyth and Nemesis Destiny.it isn't always obvious what options are unbalanced (or, at least, potentially unbalanced). It isn't always clear what spells will enhance the game experience (by helping the entire party accomplish their goals, or by revealing interesting things about the game) vs which ones will trivialize the other PC's efforts, or bypass the entertainment of intrigue/investigative scenarios with a single spell.
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But the choices we are discussing are presented in the core rules, by the designers, as completely valid choices.
I don't agree with this. I think the idea is not that you would deliberately play your character weakly, but that at the metagame level the player and GM would "edit" the PCs spell list/spell selection, and then at the ingame level the PC would do the best with that edited suite of abilities.If I am deliberately holding back my character and making weak choices to allow others to have fun then my character is either an idiot or the sort of douche who enjoys seeing his so called friends suffer and die.
I think this is a good post, and a reason why the toning down of the non-spontaneous casters probably has to happen at the metagame level, and not as an element of actual play.It is true that at given levels (the infamous sweet spot), what you say is more or less true. The exact sweet spot moves a bit from table to table (which ought to tell us something in itself).
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There are two objections to the kind of "jumping through hoops" that gets required to keep this from becoming a problem, once you get outside the sweet spot, though:
1. This is work that the DM is spending on managing the potential wizard or other caster domination that is not being spent on something more productive.
2. There is a peculiar knife edge that the wizard (or cleric or druid) player has to walk, especially if the DM is putting in that work. It is not simply take imperfect spells or make imperfect selections during a fight. Rather, it is make a snap judgment on each encounter to see if the DM is pushing the casters or not. If the DM is pushing, then unleash the big guns--otherwise the party is so hosed. If the DM is not pushing, hold back to keep from overshadowing the other characters.
I find this interesting, because the issue of wizard dominance tends only to arise in higher level play. So this may explain why you haven't had the experience.I played high-level 3e once, and I found it interesting but too rules-complex for me at that level.
I don't have any particular interest in playing 3E, either as player or GM. But 3E is not the only game with the problem - Rolemaster has it also, for example, and that's a game that I am interested in. So for me, discussing the issue and possible solutions isn't merely idle speculation. It has relevance for how I idle away my hours by RPGing!I'd think that "Trying to find ways to mitigate frustrating elements of a game I otherwise like" wouldn't fall under the tab of 'ridiculous'
I'm not sure... That was a 20th level adventure, and yes, I abused the hell out of shape change, etc. (not because I wanted to "win" or cheat, but because it was fun to be an uber-mage). Everyone else still had fun and felt they made their own significant contribution.I find this interesting, because the issue of wizard dominance tends only to arise in higher level play. So this may explain why you haven't had the experience.
Well, I have a possible idea for a solution to the various issues that have been raised. Of course, people don't seem to agree with me, but it won't stop me from trying!So for me, discussing the issue and possible solutions isn't merely idle speculation. It has relevance for how I idle away my hours by RPGing!
So if people are complaining about 3E wizard dominance at 20th level, well, I think that's a valid complaint IMO but, whether others agree or not (much like the pirate captain), I don't know how important that is considered that 20th level play is/was occuring in a small minority of campaigns. Plus, other bottlenecks like rules complexity at 20th level might be the real bottleneck for enjoyment.
If, however, one perceives wizard dominance at 10th or whater level, then that's a different story, although I don't find it fun to debate at exactly which level the wizard dominance starts to become a problem for some people.
First, Mearls analysis is primarily from the point of view of the player's engagement with the PC as a game element. But the notion expressed by many on this thread - that they like the "truthfulness to fantasy fiction" of worldshaking magic in their wizards - suggests that PC-as-game-element is not the only thing in play. There is also the player's experience of the fiction.
My (tentative) hypothesis is that the D&D rules, which were originally conceived of and implemented in more of a "game-element" way, gave rise to aesthetic preferences about exploration which reflected the play produced by use of those game elements (including the power of wizards), but which now exist among some members of the RPGing community independently of their origins. That is, there is now a distinctive aesthetic preference, detached from its reflection of the early AD&D play that Mearls describes, for a fantasy game that delivers the "worldshaking magic" experience, but that also involves somewhat mundane warriors.
All of this, of course, is entirely theoretical. I have no idea how it would play out in practice, or if other game systems take this approach.
That wouldn't be in line with my personal subjective vision at all. Magic causes things to happen in spite of reality. A door opens because of magic, despite the fact that it was locked.One of the big steps that AU/AE took was to change a lot of the utility magic to be bonuses to skills, instead of replacements for them. Its version of "knock" doesn't open a lock. It makes it easier for someone with lockpikcing ot open a lock. This can allow a caster to open a simple lock (which is fine), but the tougher locks (at a given power level) are outside the scope. The really tough locks will require a dedicated lock picker and the caster, which is not a bad effect either.
Second, but related, it seems that at least some fantasy RPGers reconcile that aesthetic preference with the shift in gameplay to focus on each PC as a distinct and important character in the fiction (rather than primarily a mere game element) by focusing on "spotlight balance" rather than the balance of comparatively equal mechanical capacity to contribute to resolution of typical ingame situations.
I'm personally not the biggest fan of spotlight balance - as others have also pointed out on this thread, it can rather easily turn into "a job for Aquaman" or "fighter-as-bodyguard/sidekick".

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.