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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: 5539757" data-attributes="member: 22779"><p>See, this is where I disagree. Take 3e for example. We've already shown in this thread that a minimal expenditure (10% of character wealth) grants me one HUNDRED scrolls. Remember, I can blow all those every level and reasonably expect to have that same amount of gold to play with next level as well.</p><p></p><p>Make a few assumptions - 15 xp awarding events (after all, why am I burning scrolls on a situation that isn't garnering me xp?) per level. That's 7 scrolls PER EVENT, in addition to my memorized spells.</p><p></p><p>What luck do I need? I've got so much depth to my resources, that I can very reasonably expect to have any spell I need for any situation that comes up. I memorize combat spells exclusively, giving me more than enough depth in combat and then out of combat, either pre combat or between, blow my scrolls.</p><p></p><p>Even in earlier edition D&D, sure, you had random encounters. But, that pre-supposes I'm adventuring only in dungeons. Outside adventures have a much, much less punishing (although possibly more dangerous) rate of random encounters. Now it's entirely possible that I can have one encounter per day, which means I no longer have to worry about saving spells for the next encounter.</p><p></p><p>Never mind that the only reason we have these random encounters is to spackle over the problems with the magic system in the first place. Sure, there might be places where random encounters might go the way the DMG states, but, there are lots of other dungeons where they really shouldn't and it actually strongly breaks verisimilitude to have that many random encounters.</p><p></p><p>If you remove clerical healing from 1e, suddenly random encounters become mostly meaningless. If you have a group of non-casters, all with rings of regeneration, then random encounters are just bonus xp. They don't grind away any resources (other than maybe arrows I suppose). </p><p></p><p>Instead of fixing the magic system in the first place, they just slapped on this "random encounter" stuff that grinds away spells and makes it hard to regain spent spells. It would have made a lot more sense to fix the magic system in the first place and then make random encounters actually follow the logic of the in game reality, rather than a fixed 1 in 6, checked every ten minutes, whether that makes any sense or not.</p><p></p><p>I mean, how much more gamist can you get? The random encounters have nothing to do with what's actually IN the adventure, and the timing is completely arbitrary based on what's going to grind away at the casters.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5539757, member: 22779"] See, this is where I disagree. Take 3e for example. We've already shown in this thread that a minimal expenditure (10% of character wealth) grants me one HUNDRED scrolls. Remember, I can blow all those every level and reasonably expect to have that same amount of gold to play with next level as well. Make a few assumptions - 15 xp awarding events (after all, why am I burning scrolls on a situation that isn't garnering me xp?) per level. That's 7 scrolls PER EVENT, in addition to my memorized spells. What luck do I need? I've got so much depth to my resources, that I can very reasonably expect to have any spell I need for any situation that comes up. I memorize combat spells exclusively, giving me more than enough depth in combat and then out of combat, either pre combat or between, blow my scrolls. Even in earlier edition D&D, sure, you had random encounters. But, that pre-supposes I'm adventuring only in dungeons. Outside adventures have a much, much less punishing (although possibly more dangerous) rate of random encounters. Now it's entirely possible that I can have one encounter per day, which means I no longer have to worry about saving spells for the next encounter. Never mind that the only reason we have these random encounters is to spackle over the problems with the magic system in the first place. Sure, there might be places where random encounters might go the way the DMG states, but, there are lots of other dungeons where they really shouldn't and it actually strongly breaks verisimilitude to have that many random encounters. If you remove clerical healing from 1e, suddenly random encounters become mostly meaningless. If you have a group of non-casters, all with rings of regeneration, then random encounters are just bonus xp. They don't grind away any resources (other than maybe arrows I suppose). Instead of fixing the magic system in the first place, they just slapped on this "random encounter" stuff that grinds away spells and makes it hard to regain spent spells. It would have made a lot more sense to fix the magic system in the first place and then make random encounters actually follow the logic of the in game reality, rather than a fixed 1 in 6, checked every ten minutes, whether that makes any sense or not. I mean, how much more gamist can you get? The random encounters have nothing to do with what's actually IN the adventure, and the timing is completely arbitrary based on what's going to grind away at the casters. [/QUOTE]
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