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Is it possible to make up for less magic with higher ability scores?
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<blockquote data-quote="delericho" data-source="post: 3446071" data-attributes="member: 22424"><p>It's not. But it's still not a given that the Rogue will hit and do enough damage for the Wizard to fail the Concentration check.</p><p></p><p></p><p></p><p>The Wizard doesn't have to cast those spells to begin to engage the Rogue. The Wizard has the option of casting those spells to gain an unassailable advantage against the Rogue. And, with Web, Magic Missile, Scorching Ray, various Summons, Deep Slumber, Hold Person, and various other spells, the Wizard absolutely should be able to take down the Rogue.</p><p></p><p>The problem is not the 'unbalanced' Magic Missile and Web. The problem is that two fairly low-level spells provide the Wizard with what is essentially an unbeatable defense.</p><p></p><p></p><p></p><p>Typically, it means that access to magic items is curtailed. Very often, it also includes a house rule that for every X spellcaster levels you must take a non-spellcaster level.</p><p></p><p>The ability to craft items is indeed unique to spellcasters. However, in a 'normal magic' game, it is generally understood that PCs have reasonable access to whatever magic items the player deems appropriate. As such, if the Rogue in our example knows he's going up against a Wizard BBEG, he has reasonably easy means to acquire a potion of see invisibility and a potion of fly, thus equalising the scenario. (Okay, can't get a potion of see invisibility. But you get the idea, I'm sure.)</p><p></p><p></p><p></p><p>Then the DM has, in fact, dealt with the very problem I've been warning about.</p><p></p><p></p><p></p><p>Of course, but how often do you do that? Logically, what the monsters should be doing is concentrating their forces into a single strike against the PCs (who together they surely outnumber and can overwhelm). Thus, pretty much every adventure, if run purely pragmatically, is an almost guaranteed TPK.</p><p></p><p></p><p></p><p>Somewhat. Removing magic items makes the 'imbalance' more noticable sooner, because the spellcaster classes become somewhat less powerful, but the non-spellcaster classes completely lose access to certain approaches and tactics.</p><p></p><p></p><p></p><p>Indeed. And that's fine. But, in the high-magic world the Rogue now has the ability to target the Wizard, and can therefore attack effectively. In the low-magic world, the Rogue is SOL - there's nothing he can do to stop the Wizard just flying around casting spell after spell at him.</p></blockquote><p></p>
[QUOTE="delericho, post: 3446071, member: 22424"] It's not. But it's still not a given that the Rogue will hit and do enough damage for the Wizard to fail the Concentration check. The Wizard doesn't have to cast those spells to begin to engage the Rogue. The Wizard has the option of casting those spells to gain an unassailable advantage against the Rogue. And, with Web, Magic Missile, Scorching Ray, various Summons, Deep Slumber, Hold Person, and various other spells, the Wizard absolutely should be able to take down the Rogue. The problem is not the 'unbalanced' Magic Missile and Web. The problem is that two fairly low-level spells provide the Wizard with what is essentially an unbeatable defense. Typically, it means that access to magic items is curtailed. Very often, it also includes a house rule that for every X spellcaster levels you must take a non-spellcaster level. The ability to craft items is indeed unique to spellcasters. However, in a 'normal magic' game, it is generally understood that PCs have reasonable access to whatever magic items the player deems appropriate. As such, if the Rogue in our example knows he's going up against a Wizard BBEG, he has reasonably easy means to acquire a potion of see invisibility and a potion of fly, thus equalising the scenario. (Okay, can't get a potion of see invisibility. But you get the idea, I'm sure.) Then the DM has, in fact, dealt with the very problem I've been warning about. Of course, but how often do you do that? Logically, what the monsters should be doing is concentrating their forces into a single strike against the PCs (who together they surely outnumber and can overwhelm). Thus, pretty much every adventure, if run purely pragmatically, is an almost guaranteed TPK. Somewhat. Removing magic items makes the 'imbalance' more noticable sooner, because the spellcaster classes become somewhat less powerful, but the non-spellcaster classes completely lose access to certain approaches and tactics. Indeed. And that's fine. But, in the high-magic world the Rogue now has the ability to target the Wizard, and can therefore attack effectively. In the low-magic world, the Rogue is SOL - there's nothing he can do to stop the Wizard just flying around casting spell after spell at him. [/QUOTE]
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