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<blockquote data-quote="Lanefan" data-source="post: 3881760" data-attributes="member: 29398"><p>Which only serves to tell me that Fighters have been made too dependent on magical equipment and Wizards have it too easy with acquiring spells. So, knock back Wizards a bit by making spells harder to obtain (no choice on training, for example; you get what you get and that's that) or learn, and much more expensive to buy. Make spells meaningful...a wizard learning a new spell should be as important (though a bit more frequent) as a fighter learning a new weapon, which worked in 1e where proficiencies were taken in individual weapons. Now, getting the things you want for your character (in this example, spells) seems to come much more easily; I think the game suffers because of it, and PCs become ever more optimized and thus ever more powerful. Using the spells example; come up with a Wizard of, say, 12th level and choose its spells, then do the same thing but randomize the spells known to reflect the luck of what he has encountered during his career. Big power difference, huh?</p><p></p><p>We seem to be watching an arms race in game design here...the numbers keep getting bigger, the abilities grow ever kewler, the dictates of balance drive improvements in classes seen to be lagging, etc. Is this a Good Thing, all in all? I'd say no, and be ready for many to disagree.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3881760, member: 29398"] Which only serves to tell me that Fighters have been made too dependent on magical equipment and Wizards have it too easy with acquiring spells. So, knock back Wizards a bit by making spells harder to obtain (no choice on training, for example; you get what you get and that's that) or learn, and much more expensive to buy. Make spells meaningful...a wizard learning a new spell should be as important (though a bit more frequent) as a fighter learning a new weapon, which worked in 1e where proficiencies were taken in individual weapons. Now, getting the things you want for your character (in this example, spells) seems to come much more easily; I think the game suffers because of it, and PCs become ever more optimized and thus ever more powerful. Using the spells example; come up with a Wizard of, say, 12th level and choose its spells, then do the same thing but randomize the spells known to reflect the luck of what he has encountered during his career. Big power difference, huh? We seem to be watching an arms race in game design here...the numbers keep getting bigger, the abilities grow ever kewler, the dictates of balance drive improvements in classes seen to be lagging, etc. Is this a Good Thing, all in all? I'd say no, and be ready for many to disagree. Lanefan [/QUOTE]
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