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How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?
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<blockquote data-quote="Hussar" data-source="post: 5525034" data-attributes="member: 22779"><p>One other issue that made fighters (and fighter types) considerably weaker was the massive boost that the baddies got to hit points and defenses. </p><p></p><p>In AD&D, your mid to high level fighter could drop that monster in a round or two because it only had 40 hit points (up to about a max of 100 for any non-unique creature). So, even if the wizard was blowing up the odd encounter, the fighter types could still shine quite well by turning some poor giant into a fine red mist with a couple of well placed hits.</p><p></p><p>I do recall, back in the day though, that there was considerable concern over the power of casters at higher levels. But, it generally wasn't an issue because so few campaigns actually played those levels. You didn't have that many campaigns where people played 15th level wizards or clerics. </p><p></p><p>3e did change that signficantly with the presumption that a campaign actually should be played at those levels instead of simply putting your characters off to pasture once they hit double digit levels. Which, in turn, really highlights where the problematic spells and whatnot came in - many of them were holdover spells from earlier editions which didn't see play back in the day but started to see a lot more daylight in 3e.</p><p></p><p>-------------------</p><p></p><p>I have a question though. Why does a caster player have to be handicapped? Jeff Wilder has repeatedly claimed that the issue isn't with the system, but rather with players abusing hte system and that if a spell or effect is too disruptive at the table, the players should be self-policing.</p><p></p><p>I believe an earlier example was that if I see the rogue player pumping up his open locks, I should hold off on that wand of knock.</p><p></p><p>Why? Actually, two why's. First Why is why should I have to deliberately choose options that are weaker? Wouldn't it make more sense to remove those options in the first place? Secondly, why does playing the caster mean I have to play pity party for Bob sitting next to me? "Oh, gee Bob, I guess I should let you play your character, I won't buy that wand of knock."</p><p></p><p>If I was Bob, I'd be pretty annoyed. I get to play my character because the caster player condescends to let me play it? Gee thanks.</p><p></p><p>Again, I'd much rather simply change the system so that the caster character doesn't step on my toes.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5525034, member: 22779"] One other issue that made fighters (and fighter types) considerably weaker was the massive boost that the baddies got to hit points and defenses. In AD&D, your mid to high level fighter could drop that monster in a round or two because it only had 40 hit points (up to about a max of 100 for any non-unique creature). So, even if the wizard was blowing up the odd encounter, the fighter types could still shine quite well by turning some poor giant into a fine red mist with a couple of well placed hits. I do recall, back in the day though, that there was considerable concern over the power of casters at higher levels. But, it generally wasn't an issue because so few campaigns actually played those levels. You didn't have that many campaigns where people played 15th level wizards or clerics. 3e did change that signficantly with the presumption that a campaign actually should be played at those levels instead of simply putting your characters off to pasture once they hit double digit levels. Which, in turn, really highlights where the problematic spells and whatnot came in - many of them were holdover spells from earlier editions which didn't see play back in the day but started to see a lot more daylight in 3e. ------------------- I have a question though. Why does a caster player have to be handicapped? Jeff Wilder has repeatedly claimed that the issue isn't with the system, but rather with players abusing hte system and that if a spell or effect is too disruptive at the table, the players should be self-policing. I believe an earlier example was that if I see the rogue player pumping up his open locks, I should hold off on that wand of knock. Why? Actually, two why's. First Why is why should I have to deliberately choose options that are weaker? Wouldn't it make more sense to remove those options in the first place? Secondly, why does playing the caster mean I have to play pity party for Bob sitting next to me? "Oh, gee Bob, I guess I should let you play your character, I won't buy that wand of knock." If I was Bob, I'd be pretty annoyed. I get to play my character because the caster player condescends to let me play it? Gee thanks. Again, I'd much rather simply change the system so that the caster character doesn't step on my toes. [/QUOTE]
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