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I hate game balance!
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<blockquote data-quote="Remathilis" data-source="post: 4333340" data-attributes="member: 7635"><p>I'm sure there are. I'm not sure what they would be. </p><p></p><p>The problem really comes down to options and effectiveness. Spellcasters have more options to solve problems than non-spellcasters do. A brief example.</p><p></p><p>In one adventure, you find your going to a dank, dark dungeon. You prep the typical spells: light, fireball, knock, etc. Once you get there, you find the dungeon is mostly natural cavern (no doors) and the foes are mostly azers and fire giants (immune to fire). What do you do? Swap out fireball for some other damage dealing spell, swap knock for levitate, and 24 hours later your are ultra-effective at your job. </p><p></p><p>The rogue? He's less flexible. He can't rest 24 hours and swap his ranks in Open Lock for ranks in Climb now that he knows he's climbing natural cave walls rather than picking locks. The ranger can't swap his FE: Goblinoids for FE: Giants now that he knows he's facing the critters. The fighter can't swap out Improved Trip for Mobility now that he knows he's fighting huge monsters with reach?</p><p></p><p>Similarly, there is no fighter ability that can kill a 294 hp dragon in one single die roll. I can count several wizard spells that can do so. Nor can a fighter do 150 damage in a single (touch) attack, but a cleric can. Whose the better combatant now?</p><p></p><p>So perhaps a bit of sacrifice on behalf of the casters was needed to level the play field for noncasters. I say good to them. The more the fun gets spread around, the more fun we all have...</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4333340, member: 7635"] I'm sure there are. I'm not sure what they would be. The problem really comes down to options and effectiveness. Spellcasters have more options to solve problems than non-spellcasters do. A brief example. In one adventure, you find your going to a dank, dark dungeon. You prep the typical spells: light, fireball, knock, etc. Once you get there, you find the dungeon is mostly natural cavern (no doors) and the foes are mostly azers and fire giants (immune to fire). What do you do? Swap out fireball for some other damage dealing spell, swap knock for levitate, and 24 hours later your are ultra-effective at your job. The rogue? He's less flexible. He can't rest 24 hours and swap his ranks in Open Lock for ranks in Climb now that he knows he's climbing natural cave walls rather than picking locks. The ranger can't swap his FE: Goblinoids for FE: Giants now that he knows he's facing the critters. The fighter can't swap out Improved Trip for Mobility now that he knows he's fighting huge monsters with reach? Similarly, there is no fighter ability that can kill a 294 hp dragon in one single die roll. I can count several wizard spells that can do so. Nor can a fighter do 150 damage in a single (touch) attack, but a cleric can. Whose the better combatant now? So perhaps a bit of sacrifice on behalf of the casters was needed to level the play field for noncasters. I say good to them. The more the fun gets spread around, the more fun we all have... [/QUOTE]
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I hate game balance!
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