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How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?
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<blockquote data-quote="pemerton" data-source="post: 5486312" data-attributes="member: 42582"><p>Well, 4e does have stuff like "heir to a lost throne" or "soul-bound to a fallen angel". This is the stuff of paragon paths and epic destinies. Unfortunately, what the game is currently missing is any solid guidelines for incorporating this stuff into play in a meaningful way. That doesn't mean it can't be done, however. And this is the stuff which can be used to differentiate the magic from the mundane, without undermining the narrative balance across PCs (I think that the tactical stuff that comes from powers also lends itself better to this than you suggest in your post - fighters get more "meta" powers, for example, than do wizards - like Come and Get It).</p><p></p><p>But do those games also deliver such crunchy combat goodness! (Well, yes, Burning Wheel does, but for better or worse I run a 4e game . . .)</p><p></p><p>Again, without the need for a whole new subsystem, I think there is scope to build on the existing elements of 4e for this. Different paragon paths and epic destinies, for example, should have implications for the use of various skills, and how they factor into skill challenge framing and resolution (in just the same way that they have different powers that factor into combat framing and resolution).</p><p></p><p>Well, the sooner D&D loses this core story, the better in my opinion. 1st ed Oriental Adventures showed me how to abandon it, and for me at least it's only got better from there.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5486312, member: 42582"] Well, 4e does have stuff like "heir to a lost throne" or "soul-bound to a fallen angel". This is the stuff of paragon paths and epic destinies. Unfortunately, what the game is currently missing is any solid guidelines for incorporating this stuff into play in a meaningful way. That doesn't mean it can't be done, however. And this is the stuff which can be used to differentiate the magic from the mundane, without undermining the narrative balance across PCs (I think that the tactical stuff that comes from powers also lends itself better to this than you suggest in your post - fighters get more "meta" powers, for example, than do wizards - like Come and Get It). But do those games also deliver such crunchy combat goodness! (Well, yes, Burning Wheel does, but for better or worse I run a 4e game . . .) Again, without the need for a whole new subsystem, I think there is scope to build on the existing elements of 4e for this. Different paragon paths and epic destinies, for example, should have implications for the use of various skills, and how they factor into skill challenge framing and resolution (in just the same way that they have different powers that factor into combat framing and resolution). Well, the sooner D&D loses this core story, the better in my opinion. 1st ed Oriental Adventures showed me how to abandon it, and for me at least it's only got better from there. [/QUOTE]
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