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Is D&D getting too powerful?
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<blockquote data-quote="fusangite" data-source="post: 856418" data-attributes="member: 7240"><p>I would agree with those who say that 3E is more balanced than previous editions. I would further back up those who say that the relative power of the characters has not increased -- civilian populations have become tougher, along with monsters, etc. I would also agree that the experience system and other things can be tweaked slow down advancement. </p><p></p><p>All that stated, it is also true that the absolute power of the characters has escalated disturbingly. I don't really have a quarrel with that except that a lot of the game balancing and power increases take the form of magic. Just look at 1E to 3E conversions of classic adventures like <em>Keep on the Borderlands</em>; every conversion I've seen fills the caves with spellcasters. </p><p></p><p>The big problem I have with 3E D&D is that it makes magic so common and everyday that it warps the feel of the game. Over half the core classes have spells; virtually every prestige class has spells. Furthermore, because all this extra magic functions not only to make characters more powerful in an absolute way but also is the primary way of maintaining game balance, it's much harder to give D&D a low-magic (or even just regular magic) feel; if you take out magic, balance starts to go haywire.</p><p></p><p>Something really does change in the feel of the game when the average 1st level spellcaster casts 7 spells a day instead of 1. </p><p></p><p>Now, I have adapted to this as best I can. Fortunately, I did most of my gaming from 1986-96 in the Runequest system which also made magic quite everyday (though decidedly less flashy than D&D).</p></blockquote><p></p>
[QUOTE="fusangite, post: 856418, member: 7240"] I would agree with those who say that 3E is more balanced than previous editions. I would further back up those who say that the relative power of the characters has not increased -- civilian populations have become tougher, along with monsters, etc. I would also agree that the experience system and other things can be tweaked slow down advancement. All that stated, it is also true that the absolute power of the characters has escalated disturbingly. I don't really have a quarrel with that except that a lot of the game balancing and power increases take the form of magic. Just look at 1E to 3E conversions of classic adventures like [i]Keep on the Borderlands[/i]; every conversion I've seen fills the caves with spellcasters. The big problem I have with 3E D&D is that it makes magic so common and everyday that it warps the feel of the game. Over half the core classes have spells; virtually every prestige class has spells. Furthermore, because all this extra magic functions not only to make characters more powerful in an absolute way but also is the primary way of maintaining game balance, it's much harder to give D&D a low-magic (or even just regular magic) feel; if you take out magic, balance starts to go haywire. Something really does change in the feel of the game when the average 1st level spellcaster casts 7 spells a day instead of 1. Now, I have adapted to this as best I can. Fortunately, I did most of my gaming from 1986-96 in the Runequest system which also made magic quite everyday (though decidedly less flashy than D&D). [/QUOTE]
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