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How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?
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<blockquote data-quote="Neonchameleon" data-source="post: 5529125" data-attributes="member: 87792"><p>Hold right there. Long grindy combats are an antidote to a different problem. Long grindy combats are an antidote to combat being Russian Roulette decided on a mere couple of die rolls due to having minimal hit points and dying in one hit. And then replacing the deceased Knuckles-22 with Knuckles-23. </p><p> </p><p>Length and grind of the combat is about <em>risk</em>. Grindy combats are almost risk-free and that's the problem. Strategic resource management and recovery is a different issue entirely. And frankly I like having more than d4 hit points and dying in a hit off a random die roll.</p><p> </p><p></p><p> </p><p>You, so far as I can tell, seem to take the other approach. Fighters hit people. Wizards cast spells and handle strategic resources, but are only truly effective in combat from ambush. Different parts of the game for different characters. Which can work or can suck. But neither your problem nor your solution is what you seem to say it is. (IMO the biggest mistake made in 3.X is fitting spells into something easily cast in six seconds. I like the Ritual Casting method of 4e where rituals take a minute or more to cast.)</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5529125, member: 87792"] Hold right there. Long grindy combats are an antidote to a different problem. Long grindy combats are an antidote to combat being Russian Roulette decided on a mere couple of die rolls due to having minimal hit points and dying in one hit. And then replacing the deceased Knuckles-22 with Knuckles-23. Length and grind of the combat is about [I]risk[/I]. Grindy combats are almost risk-free and that's the problem. Strategic resource management and recovery is a different issue entirely. And frankly I like having more than d4 hit points and dying in a hit off a random die roll. You, so far as I can tell, seem to take the other approach. Fighters hit people. Wizards cast spells and handle strategic resources, but are only truly effective in combat from ambush. Different parts of the game for different characters. Which can work or can suck. But neither your problem nor your solution is what you seem to say it is. (IMO the biggest mistake made in 3.X is fitting spells into something easily cast in six seconds. I like the Ritual Casting method of 4e where rituals take a minute or more to cast.) [/QUOTE]
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