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General Tabletop Discussion
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How to "fix" (or at least help) the fighter/wizard dynamic. (+)
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<blockquote data-quote="aco175" data-source="post: 8536536" data-attributes="member: 27385"><p>Cutting back on power of spells is worth looking at. Also looking at what level the problem starts and where people play is important. If most games never get to level 15, then I'm not worried about level 20 being a problem. I get that some people do ,but if 80-90% of groups never get that high, then it is not worth fixing. </p><p></p><p>I would start at level 5 when you get 3rd level spells. Things like fireball and fly change the game from low-level play. Is a 2nd attack of a fighter the same as a fireball? Is the fighter dealing 10points of damage per swing the same as a thief dealing 20 or mage dealing 25 to 10 monsters? Maybe since the fighter can do that every round and the mage only 1/day. </p><p></p><p>Maybe looking to fix the encounters per day is the answer? Making resting not an option until you hit 8 encounters would cut back on casting if the mage knew my fireball might not be back for a few days. Not what I would like or suggest myself. </p><p></p><p>What about feats? Do all fighter need a cool +20 damage feat at 5th level to stay on-par? Nobody in my games have taken the 'broken' feats, but nobody has really played a wizard past 7th level. What about just adding powers to fighters to 'fix' the brokenness? An auto-hit feature or damage on a miss feature still does something. I fear that the conversation would just change to class X sucks and needs more stuff, so I would be more likely to take away from casters to 'fix' things. </p><p></p><p>I would still start with spells. Less damage or less options, maybe less slots. This can go to what kind of game you want as well. A Conan game with the wizard not having much power or a FR/Elminster game are very different.</p></blockquote><p></p>
[QUOTE="aco175, post: 8536536, member: 27385"] Cutting back on power of spells is worth looking at. Also looking at what level the problem starts and where people play is important. If most games never get to level 15, then I'm not worried about level 20 being a problem. I get that some people do ,but if 80-90% of groups never get that high, then it is not worth fixing. I would start at level 5 when you get 3rd level spells. Things like fireball and fly change the game from low-level play. Is a 2nd attack of a fighter the same as a fireball? Is the fighter dealing 10points of damage per swing the same as a thief dealing 20 or mage dealing 25 to 10 monsters? Maybe since the fighter can do that every round and the mage only 1/day. Maybe looking to fix the encounters per day is the answer? Making resting not an option until you hit 8 encounters would cut back on casting if the mage knew my fireball might not be back for a few days. Not what I would like or suggest myself. What about feats? Do all fighter need a cool +20 damage feat at 5th level to stay on-par? Nobody in my games have taken the 'broken' feats, but nobody has really played a wizard past 7th level. What about just adding powers to fighters to 'fix' the brokenness? An auto-hit feature or damage on a miss feature still does something. I fear that the conversation would just change to class X sucks and needs more stuff, so I would be more likely to take away from casters to 'fix' things. I would still start with spells. Less damage or less options, maybe less slots. This can go to what kind of game you want as well. A Conan game with the wizard not having much power or a FR/Elminster game are very different. [/QUOTE]
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