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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: 5529799" data-attributes="member: 22779"><p>I wondered if this would come up. Let's take a closer look shall we? Heat metal, for example, does damage, but, does not actually damage the item. So, that's a bit of a non-sequitor right there. How many other spells are there in 1e that specifically destroy equipment? One monster, sure, but, outside of oozes (which are deadly to pretty much everything), how many monsters actually specifically target equipment?</p><p></p><p>I just happen to have my copy of Isle of the Ape right here. Bear with me for a moment while I get to my point. In IotA, the first couple of pages details what changes are made to the standard rules. First off, the following spells do not function at all:</p><p></p><p></p><p></p><p>Additionally, </p><p></p><p>Note,"scrolls and spell books are only affected if they remain unprotected and traveling spell books and Boccob Blessed Books are not affected by the attrition condition unless abandoned open". </p><p></p><p>Look at that list for a second. He's basically stripped out any information gathering spell and any transportation spell. Gee, kinda the exact same problematic spells we're talking about right now aren't we?</p><p></p><p>Now, that's how the casters get screwed over. How about the non-casters? Well, there's a 20% chance every two weeks that metal items will rust and be destroyed. That's pretty nasty. Except that magic items multiply the duration between checks by 10. So, it's a 20% chance of losing your unprotected (items kept in storage places, protected by oil or the like count only exposure time) metal items every TWENTY weeks.</p><p></p><p>So, basically, it'll take two years for the fighter to lose all his magic metal items, presuming he does nothing to protect them in the meantime. Was there a Make Whole spell in 1e (including Unearthed Arcana)?</p><p></p><p>Yeah, it's totally equal. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p><p></p><p>Or, move over to Queen of the Demonweb pits, another high level adventure. The non-casters lose two pluses on any of their plussed items. That's it. The casters have a shopping list of effects they lose and clerics can't memorize any spell over 2nd level.</p><p></p><p>That's what you consider equal?</p><p></p><p>Way back in the early days of the hobby, the power disparity was recognized and adventures were designed in such a way to counter the disparity. They patched the problem instead of fixing it.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5529799, member: 22779"] I wondered if this would come up. Let's take a closer look shall we? Heat metal, for example, does damage, but, does not actually damage the item. So, that's a bit of a non-sequitor right there. How many other spells are there in 1e that specifically destroy equipment? One monster, sure, but, outside of oozes (which are deadly to pretty much everything), how many monsters actually specifically target equipment? I just happen to have my copy of Isle of the Ape right here. Bear with me for a moment while I get to my point. In IotA, the first couple of pages details what changes are made to the standard rules. First off, the following spells do not function at all: Additionally, Note,"scrolls and spell books are only affected if they remain unprotected and traveling spell books and Boccob Blessed Books are not affected by the attrition condition unless abandoned open". Look at that list for a second. He's basically stripped out any information gathering spell and any transportation spell. Gee, kinda the exact same problematic spells we're talking about right now aren't we? Now, that's how the casters get screwed over. How about the non-casters? Well, there's a 20% chance every two weeks that metal items will rust and be destroyed. That's pretty nasty. Except that magic items multiply the duration between checks by 10. So, it's a 20% chance of losing your unprotected (items kept in storage places, protected by oil or the like count only exposure time) metal items every TWENTY weeks. So, basically, it'll take two years for the fighter to lose all his magic metal items, presuming he does nothing to protect them in the meantime. Was there a Make Whole spell in 1e (including Unearthed Arcana)? Yeah, it's totally equal. :uhoh: Or, move over to Queen of the Demonweb pits, another high level adventure. The non-casters lose two pluses on any of their plussed items. That's it. The casters have a shopping list of effects they lose and clerics can't memorize any spell over 2nd level. That's what you consider equal? Way back in the early days of the hobby, the power disparity was recognized and adventures were designed in such a way to counter the disparity. They patched the problem instead of fixing it. [/QUOTE]
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