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How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5536306" data-attributes="member: 98255"><p>I don't know how much this will contribute to the current discussion, but the mention of Arcana Unearthed / Arcana Evolved reminded me.</p><p></p><p>It's funny, I remember reading AU/AE and the revisions it made to all the utility and buffing spells, and thinking, "wow, that's quite a nerf!" I felt like (at first) I wouldn't want to play with those changes, but the more I thought about it, the more I realized that those changes were <em>necessary</em>. At least, necessary toward what the designer was trying to achieve (which, ultimately I agree with).</p><p></p><p>Since I play and DM in equal measure (more or less), that's always been an internal struggle for me; my player side wants gonzo-powerful spells and items, and yet my DM side likes to keep things under control and in balance. When things get toned down, my initial reaction is (or was, until I began to realize the true nature of the issue) always to complain or disregard the nerfs. It took a while for me to come around, but I'd usually realize why they happened, and why they were a good idea. That realization comes much more quickly now, and the knee-jerk backlash to nerfing is much more subdued. Though, I still veto some nerfs when their clear intent is to un-break some theorycraft CharOp nightmare with respect to organized play scenarios. In home games this stuff matters a lot less. That said, I still have to be conscious of it, because I have a player in the group who really likes to optimize and find broken combos (though he is quite an excellent roleplayer, too).</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5536306, member: 98255"] I don't know how much this will contribute to the current discussion, but the mention of Arcana Unearthed / Arcana Evolved reminded me. It's funny, I remember reading AU/AE and the revisions it made to all the utility and buffing spells, and thinking, "wow, that's quite a nerf!" I felt like (at first) I wouldn't want to play with those changes, but the more I thought about it, the more I realized that those changes were [I]necessary[/I]. At least, necessary toward what the designer was trying to achieve (which, ultimately I agree with). Since I play and DM in equal measure (more or less), that's always been an internal struggle for me; my player side wants gonzo-powerful spells and items, and yet my DM side likes to keep things under control and in balance. When things get toned down, my initial reaction is (or was, until I began to realize the true nature of the issue) always to complain or disregard the nerfs. It took a while for me to come around, but I'd usually realize why they happened, and why they were a good idea. That realization comes much more quickly now, and the knee-jerk backlash to nerfing is much more subdued. Though, I still veto some nerfs when their clear intent is to un-break some theorycraft CharOp nightmare with respect to organized play scenarios. In home games this stuff matters a lot less. That said, I still have to be conscious of it, because I have a player in the group who really likes to optimize and find broken combos (though he is quite an excellent roleplayer, too). [/QUOTE]
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How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?
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