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Is Magic Gimped at High Levels?
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<blockquote data-quote="XO" data-source="post: 3313889" data-attributes="member: 24452"><p><strong>Nerfed</strong></p><p></p><p>3.5 Magic is nerfed...</p><p></p><p>I'm about to open a gigantic can of worms, based on what former players have said....</p><p></p><p>"I run a tank because I don't want to bust my neural paths when playing a game" (more or less accurate as a quote, but effectively accurate in thrust).</p><p></p><p>More people want to invest less time in their rpg. </p><p>Thinking is an unpopular sport. </p><p>Magic got gimped because tanks whine a lot.</p><p>EverQuest had a lot of <moan, whine> "He can do that and I can't, therefore, you MUST remove that ability from him"</p><p></p><p>The true believers (people like Monte Cook) of the "let it roll" and "go for it" magic are gone.</p><p></p><p>We're left with the dregs (sorry for anyone who actually does know what they're doing at WotC), and accountants are in the driver's seat.</p><p></p><p>Why would anyone be bothered by a Magic Missile that does 10d4 when cast by a 19th level mage? The average damage is 25. SR could be in play. A Shield spell would block it. The entire concept of scaling to caster level has essentially died an ugly death through early caps. Yet, damage output for tanks scales nicely...</p><p></p><p>A Fireball only occupies a 40' diameter, IF you can get it centered at a "ground zero" of choice. That is not always possible.</p><p></p><p>High magic is difficult to control. Society's freakish concern with total control tends to overflow into our favorite game.</p><p></p><p>If you can severely damage targets by dropping things on them, any manipulation of great weight / mass becomes dangerous. Earlier edition players wil lrecognize the usefulness of Fly with multiple Tenser's Floating Disc and tons of stones falling onto the castle walls from above. "Can't have that!" so make Disc incapable of leaving a short distance off the ground. Also making the utility spell fail when swimming because a control freak wants to avoid intelligent play.</p><p></p><p>In a High Magic setting, mages rule (at high levels)! </p><p>In a Low Magic setting, they scale from holding their own to being utterly useless. </p><p>The cost of "ruling" requires reading, and applying brainpower, and a flexible DM.</p><p></p><p>Typical outcome of a mage versus fighter challenge (presume a judged contest):</p><p></p><p>low level: mage dies</p><p>mid level: fighter dies or loses on "decision"</p><p>high level: fighter is sent to Valhalla, do not pass Go, do not collect $200, and mage is most likely not even scratched</p><p></p><p>My 2¢...</p></blockquote><p></p>
[QUOTE="XO, post: 3313889, member: 24452"] [b]Nerfed[/b] 3.5 Magic is nerfed... I'm about to open a gigantic can of worms, based on what former players have said.... "I run a tank because I don't want to bust my neural paths when playing a game" (more or less accurate as a quote, but effectively accurate in thrust). More people want to invest less time in their rpg. Thinking is an unpopular sport. Magic got gimped because tanks whine a lot. EverQuest had a lot of <moan, whine> "He can do that and I can't, therefore, you MUST remove that ability from him" The true believers (people like Monte Cook) of the "let it roll" and "go for it" magic are gone. We're left with the dregs (sorry for anyone who actually does know what they're doing at WotC), and accountants are in the driver's seat. Why would anyone be bothered by a Magic Missile that does 10d4 when cast by a 19th level mage? The average damage is 25. SR could be in play. A Shield spell would block it. The entire concept of scaling to caster level has essentially died an ugly death through early caps. Yet, damage output for tanks scales nicely... A Fireball only occupies a 40' diameter, IF you can get it centered at a "ground zero" of choice. That is not always possible. High magic is difficult to control. Society's freakish concern with total control tends to overflow into our favorite game. If you can severely damage targets by dropping things on them, any manipulation of great weight / mass becomes dangerous. Earlier edition players wil lrecognize the usefulness of Fly with multiple Tenser's Floating Disc and tons of stones falling onto the castle walls from above. "Can't have that!" so make Disc incapable of leaving a short distance off the ground. Also making the utility spell fail when swimming because a control freak wants to avoid intelligent play. In a High Magic setting, mages rule (at high levels)! In a Low Magic setting, they scale from holding their own to being utterly useless. The cost of "ruling" requires reading, and applying brainpower, and a flexible DM. Typical outcome of a mage versus fighter challenge (presume a judged contest): low level: mage dies mid level: fighter dies or loses on "decision" high level: fighter is sent to Valhalla, do not pass Go, do not collect $200, and mage is most likely not even scratched My 2¢... [/QUOTE]
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