Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GSHamster" data-source="post: 5501337" data-attributes="member: 20187"><p>I haven't read the entire thread, only up to page 20 or so. But the discussion kind of reminds me of a quote from <em>The Matrix</em>:</p><p></p><p></p><p>Agents = warriors. Neo = wizard.</p><p></p><p>The world or setting has physical rules. Only magic can break those rules. So by definition, a character without magic is bound by those rules.</p><p></p><p>In literature, the countering force to this is the Narrative. Warriors defeat wizards because the story demands that they do. </p><p></p><p>In a game, you really have four options if you want to keep Warriors on par with Wizards. Otherwise, the wizards end up like Neo: untouchable gods.</p><p></p><p>1. Give warriors some direct control over the Narrative. This greatly annoys the "simulationist" audience, because for the simulationists, the Narrative falls out of the interaction between rules, player choices, and dice, and should not be controlled directly by the players.</p><p></p><p>2. Restrict magic greatly. For example, imagine a setting where the only magic is enchantment or illusion. In such a setting, it is easy to imagine that warriors can defeat wizards, if only through sheer force of will. Downside of this is that wizard players greatly dislike being restricted in such a manner, and it goes against the wizard archetype that the game is used to.</p><p></p><p>3. Give wizards a significant weakness. I.e. they can be killed by a single weapon blow. Or maybe there is an element which nullifies magic. (For example, <em>a'dam</em> in Wheel of Time.) But this is sometimes hard to balance. If the weakness is in play, the wizard is too weak. If the weakness is not in play, the wizard is too powerful. So encounters have the potential to be very swingy for the wizard, as the example of <em>a'dam</em> in WoT illustrates.</p><p></p><p>4. Give the warriors magic. For example, I think it's much easier for us to imagine a paladin taking down a wizard. The paladin is imbued with the might of her god, and that "magic" allows her to break the physical rules when necessary. But the problem with this is that a lot of people are attracted to warriors and rogues because they specifically do not have magic, and obviously giving them magic would make those players unhappy.</p></blockquote><p></p>
[QUOTE="GSHamster, post: 5501337, member: 20187"] I haven't read the entire thread, only up to page 20 or so. But the discussion kind of reminds me of a quote from [i]The Matrix[/i]: Agents = warriors. Neo = wizard. The world or setting has physical rules. Only magic can break those rules. So by definition, a character without magic is bound by those rules. In literature, the countering force to this is the Narrative. Warriors defeat wizards because the story demands that they do. In a game, you really have four options if you want to keep Warriors on par with Wizards. Otherwise, the wizards end up like Neo: untouchable gods. 1. Give warriors some direct control over the Narrative. This greatly annoys the "simulationist" audience, because for the simulationists, the Narrative falls out of the interaction between rules, player choices, and dice, and should not be controlled directly by the players. 2. Restrict magic greatly. For example, imagine a setting where the only magic is enchantment or illusion. In such a setting, it is easy to imagine that warriors can defeat wizards, if only through sheer force of will. Downside of this is that wizard players greatly dislike being restricted in such a manner, and it goes against the wizard archetype that the game is used to. 3. Give wizards a significant weakness. I.e. they can be killed by a single weapon blow. Or maybe there is an element which nullifies magic. (For example, [i]a'dam[/i] in Wheel of Time.) But this is sometimes hard to balance. If the weakness is in play, the wizard is too weak. If the weakness is not in play, the wizard is too powerful. So encounters have the potential to be very swingy for the wizard, as the example of [i]a'dam[/i] in WoT illustrates. 4. Give the warriors magic. For example, I think it's much easier for us to imagine a paladin taking down a wizard. The paladin is imbued with the might of her god, and that "magic" allows her to break the physical rules when necessary. But the problem with this is that a lot of people are attracted to warriors and rogues because they specifically do not have magic, and obviously giving them magic would make those players unhappy. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?
Top