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<blockquote data-quote="Paradoxish" data-source="post: 605579" data-attributes="member: 9623"><p>This is an issue that's been coming up in my game quite a lot lately. The melee/non-spellcasting class players are arguing that spellcasters of all kinds are completely broken at higher levels. The spellcaster-playing players are obviously arguing about this, but I can definitely see what they're getting at. As a DM, I can think of plenty of ways to design adventures so that spellcasters and non-spellcasters are equally important, but it seems cheap to specifically design an adventure to prevent a player from using his character to its fullest.</p><p></p><p>So, short of handicapping characters in-game, how do you deal with magic? I really need some advice on this issue, since at least half of my group is considering suiciding their current characters and going with spellcasters (which I can tell they really don't want to play) purely because they feel as though they'll be left out and weaker at higher levels.</p><p></p><p>Have you guys found that spellcasters really aren't all that overpowering at higher levels? Or have you come up with some house rules to tone them down a bit? Specifically, are there any spells in particular that you've found completely destroy game balance? Besides harm, of course. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Thanks a lot for any advice, hopefully I'll be able to figure out a good compromise that'll work well for my game.</p></blockquote><p></p>
[QUOTE="Paradoxish, post: 605579, member: 9623"] This is an issue that's been coming up in my game quite a lot lately. The melee/non-spellcasting class players are arguing that spellcasters of all kinds are completely broken at higher levels. The spellcaster-playing players are obviously arguing about this, but I can definitely see what they're getting at. As a DM, I can think of plenty of ways to design adventures so that spellcasters and non-spellcasters are equally important, but it seems cheap to specifically design an adventure to prevent a player from using his character to its fullest. So, short of handicapping characters in-game, how do you deal with magic? I really need some advice on this issue, since at least half of my group is considering suiciding their current characters and going with spellcasters (which I can tell they really don't want to play) purely because they feel as though they'll be left out and weaker at higher levels. Have you guys found that spellcasters really aren't all that overpowering at higher levels? Or have you come up with some house rules to tone them down a bit? Specifically, are there any spells in particular that you've found completely destroy game balance? Besides harm, of course. :D Thanks a lot for any advice, hopefully I'll be able to figure out a good compromise that'll work well for my game. [/QUOTE]
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