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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: 5513933" data-attributes="member: 42582"><p>I can think of it. But I'm not sure I want the system to <em>require</em> me to think of it.</p><p></p><p>If I want to run a mystery in a fantasy RPG, I'm just as likely - perhaps even more likely - to want to run it while not having to introduce the question of clerical corruption. At the moment I can only think of two mystery scenarios that I've run. One was mid-level RM, and the party didn't have any diviners, so it played out well (and the priests weren't corrupt) - </p><p>the PCs followed the suspicious character, found the hideout, broke in, learned the Awful Truth, and then got mostly wiped out by a guardian lightning elemental. The other was high level RM, with some divination available, but there <em>were</em> ingame reasons why it couldn't help. This second one did involve a corrupt advisor to a daimyo, but that corruption became fairly obvious when the advisor fled the daimyo's ship after killing a number of guards (I can't now remember exactly what made him think that the PCs were closing in on him, and whether or not divination magic played any role in that particular subcomponent of the mystery).</p><p></p><p>My 4e game is not entirely divination free - the wizard PC has the Object Reading ritual. But while fairly powerful, it does give me as GM a fair bit of control over what sorts of visions are received. It's therefore as much a GM as a player tool. What I'm glad is not in the game (or, if it is, I haven't noticed it and neither have my players) is mind-reading magic.</p><p></p><p>As I said in my earlier post, it's an open question who likes what sort of game. (And I may have wrongly implied that the "mega-magic" divide is a bright line, whereas it is presumably in fact quite blurry, and highly sensitive to individual player and GM preferences, habits and unspoken understandings.) My main point is that the issue is a real one.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5513933, member: 42582"] I can think of it. But I'm not sure I want the system to [I]require[/I] me to think of it. If I want to run a mystery in a fantasy RPG, I'm just as likely - perhaps even more likely - to want to run it while not having to introduce the question of clerical corruption. At the moment I can only think of two mystery scenarios that I've run. One was mid-level RM, and the party didn't have any diviners, so it played out well (and the priests weren't corrupt) - the PCs followed the suspicious character, found the hideout, broke in, learned the Awful Truth, and then got mostly wiped out by a guardian lightning elemental. The other was high level RM, with some divination available, but there [I]were[/I] ingame reasons why it couldn't help. This second one did involve a corrupt advisor to a daimyo, but that corruption became fairly obvious when the advisor fled the daimyo's ship after killing a number of guards (I can't now remember exactly what made him think that the PCs were closing in on him, and whether or not divination magic played any role in that particular subcomponent of the mystery). My 4e game is not entirely divination free - the wizard PC has the Object Reading ritual. But while fairly powerful, it does give me as GM a fair bit of control over what sorts of visions are received. It's therefore as much a GM as a player tool. What I'm glad is not in the game (or, if it is, I haven't noticed it and neither have my players) is mind-reading magic. As I said in my earlier post, it's an open question who likes what sort of game. (And I may have wrongly implied that the "mega-magic" divide is a bright line, whereas it is presumably in fact quite blurry, and highly sensitive to individual player and GM preferences, habits and unspoken understandings.) My main point is that the issue is a real one. [/QUOTE]
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