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How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?
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<blockquote data-quote="Mercurius" data-source="post: 5482259" data-attributes="member: 59082"><p>I was dabbling with a 4E house rule for this but, like most of my house rule ideas, it never got past the idea phase (here's <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/298730-fate-magic-part-1-how-bring-magic-back-d-d-4th-edition.html" target="_blank">a thread</a> I started on it). </p><p></p><p>First, let me get something clear: wizards SHOULD be more powerful, imo. Otherwise, what's the point? But with that power should come some kind of vulnerability or a special quality for non-spellcasters. </p><p></p><p>In the thread above I posited that spellcasters should be more powerful, but non-spellcasters should be able to twist the threads of fate in some way. Let's say that one of the costs for being a wizard (arcane) or cleric (divine) is that you essentially swap your fate/luck/karma for power. </p><p></p><p>So while I like the fact that all 4E classes have a lot of options I think something has been lost when a high level wizard is no more powerful than a high level fighter or rogue. Or rather, I think the <em>type </em>of power they have should be better differentiated so that the net effect isn't essentially the same, as it is in 4E (e.g. all strikers are basically the same, just with different fluff).</p><p></p><p>In terms of story, I think the difference boils down to the Heroic Act. Spellcasters wield raw power - they cast bolts of lightning or divine strikes from above to devastating effect, or they use their magic to strange and powerful effects or healings. But they don't, or rarely, make a Heroic Act - which is exemplified by Conan tossing that dagger, or Drizzt his scimitar at the ceiling to kill Icingdeath (if I remember correctly). The stuff of legend, in other words.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5482259, member: 59082"] I was dabbling with a 4E house rule for this but, like most of my house rule ideas, it never got past the idea phase (here's [URL="http://www.enworld.org/forum/4e-fan-creations-house-rules/298730-fate-magic-part-1-how-bring-magic-back-d-d-4th-edition.html"]a thread[/URL] I started on it). First, let me get something clear: wizards SHOULD be more powerful, imo. Otherwise, what's the point? But with that power should come some kind of vulnerability or a special quality for non-spellcasters. In the thread above I posited that spellcasters should be more powerful, but non-spellcasters should be able to twist the threads of fate in some way. Let's say that one of the costs for being a wizard (arcane) or cleric (divine) is that you essentially swap your fate/luck/karma for power. So while I like the fact that all 4E classes have a lot of options I think something has been lost when a high level wizard is no more powerful than a high level fighter or rogue. Or rather, I think the [I]type [/I]of power they have should be better differentiated so that the net effect isn't essentially the same, as it is in 4E (e.g. all strikers are basically the same, just with different fluff). In terms of story, I think the difference boils down to the Heroic Act. Spellcasters wield raw power - they cast bolts of lightning or divine strikes from above to devastating effect, or they use their magic to strange and powerful effects or healings. But they don't, or rarely, make a Heroic Act - which is exemplified by Conan tossing that dagger, or Drizzt his scimitar at the ceiling to kill Icingdeath (if I remember correctly). The stuff of legend, in other words. [/QUOTE]
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