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How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?
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<blockquote data-quote="I'm A Banana" data-source="post: 5509499" data-attributes="member: 2067"><p>From what I understand, your problem with the 4e powers system is largely reserved to the idea that it makes everything play the same. I basically agree with that, but this is a problem that you can fix. Essentials and Psionics already show that the design team is indeed aware of it, and prepared to create classes that actually play differently. </p><p></p><p>The idea is to make progress toward a system that supports a solution for the problems that some groups have. If not something resembling the 4e powers system, what would you do?</p><p></p><p></p><p></p><p>Looking at the rules myself, I can see it. Spellcasters get a cool sub-system to use, warriors don't. Spellcasters can be supernatural, warriors can't. Spellcasters get to control the plot with spells, warriors don't. </p><p></p><p>This isn't inherently a problem for every group. A good DM, a fun group, can solve any problem. A good DM and a fun group can run <strong>FATAL</strong>, and make it the most fun thing to do on a weekend. </p><p></p><p>"Make the DM better" isn't a very constructive solution, since WotC can't personally come to your house and give you DMing lessons, can't personally give you a better gaming group. The game's rules need to address this out of the box, as well as they can, in the structure of the thing itself. </p><p></p><p>Something resembling "fighter spells" is a pretty decent rules-based solution. I'm not entirely sure why there's such hostility toward the idea, especially when tweaked to keep fighters looking "normal" (which 4e mostly already does) and when tweaked to keep different types of characters playing differently (which Essentials strongly goes toward, through a forest of criticism from those who think that an identical structure is the only thing keeping the classes mechanically equal). WotC isn't saying you're playing the game wrong, they're saying that this is a way we might be able to bring along those who don't have a great DM and an ideal group that makes play fun even when the fighter doesn't have as many neat toys as the wizard. And it might give you a few toys that are fun to use, too, even if you were fine without them.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5509499, member: 2067"] From what I understand, your problem with the 4e powers system is largely reserved to the idea that it makes everything play the same. I basically agree with that, but this is a problem that you can fix. Essentials and Psionics already show that the design team is indeed aware of it, and prepared to create classes that actually play differently. The idea is to make progress toward a system that supports a solution for the problems that some groups have. If not something resembling the 4e powers system, what would you do? Looking at the rules myself, I can see it. Spellcasters get a cool sub-system to use, warriors don't. Spellcasters can be supernatural, warriors can't. Spellcasters get to control the plot with spells, warriors don't. This isn't inherently a problem for every group. A good DM, a fun group, can solve any problem. A good DM and a fun group can run [B]FATAL[/B], and make it the most fun thing to do on a weekend. "Make the DM better" isn't a very constructive solution, since WotC can't personally come to your house and give you DMing lessons, can't personally give you a better gaming group. The game's rules need to address this out of the box, as well as they can, in the structure of the thing itself. Something resembling "fighter spells" is a pretty decent rules-based solution. I'm not entirely sure why there's such hostility toward the idea, especially when tweaked to keep fighters looking "normal" (which 4e mostly already does) and when tweaked to keep different types of characters playing differently (which Essentials strongly goes toward, through a forest of criticism from those who think that an identical structure is the only thing keeping the classes mechanically equal). WotC isn't saying you're playing the game wrong, they're saying that this is a way we might be able to bring along those who don't have a great DM and an ideal group that makes play fun even when the fighter doesn't have as many neat toys as the wizard. And it might give you a few toys that are fun to use, too, even if you were fine without them. [/QUOTE]
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