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General Tabletop Discussion
*Dungeons & Dragons
Mearls has some Interesting Ideals about how to fix high level wizards.
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<blockquote data-quote="Willie the Duck" data-source="post: 9840148" data-attributes="member: 6799660"><p>The best option (for them) would be each getting a complete list of their own spells, each relatively balanced (against each other, and other spellcasting classes), but also slightly different and individually themed (fire casters with their fireballs maybe having the biggest AoEs to represent explosions, but earth spells hit harder, etc.). Having them not all then land on the wizard spell list (as they always did in AD&D and 3e) would stop it from being just another pay day to generic wizards. This of course wildly increases the amount of spells in the game, and specialized knowledge you need to onboard every time you choose another class. So there are downsides.</p><p></p><p>I think it is a fine working hypothesis as to (the commonly perceived notion) that high-level play is rare. I've heard people complain about the complexity -- but then I've also heard people complain about the overall support (few modules, etc.), the challenge of working your way up to that level (especially in TSR editions), or just the preferred scale of character play (do you want to be a scrappy dungeon-crawler or an epic hero traipsing across dimensions, etc.). Mind you, each person and each group is different, but even there, I don't think we really know the admixture of each reason for the rarity (if we even agree it is real). </p><p></p><p>That said, even if it is a solution to a problem you, I, or the guy over there doesn't think is really that big of an issue, I think we can analyze the proposed solution for relative merit regardless.</p><p></p><p>Maybe this is more applicable in the TSR editions, but I always found 3rd level to be where the game really 'turns on.' I mean, think of the problems that can be bypassed just by iconic 2nd level spells like <em>Alter Self, Invisibility, Knock, Levitate</em>, (for this edition <em>Misty Step</em>,) See <em>Invisibility, Silence,</em> and <em>Spiderclimb</em>? Any plot gated by guards, doors, something up high, or something you can't see.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9840148, member: 6799660"] The best option (for them) would be each getting a complete list of their own spells, each relatively balanced (against each other, and other spellcasting classes), but also slightly different and individually themed (fire casters with their fireballs maybe having the biggest AoEs to represent explosions, but earth spells hit harder, etc.). Having them not all then land on the wizard spell list (as they always did in AD&D and 3e) would stop it from being just another pay day to generic wizards. This of course wildly increases the amount of spells in the game, and specialized knowledge you need to onboard every time you choose another class. So there are downsides. I think it is a fine working hypothesis as to (the commonly perceived notion) that high-level play is rare. I've heard people complain about the complexity -- but then I've also heard people complain about the overall support (few modules, etc.), the challenge of working your way up to that level (especially in TSR editions), or just the preferred scale of character play (do you want to be a scrappy dungeon-crawler or an epic hero traipsing across dimensions, etc.). Mind you, each person and each group is different, but even there, I don't think we really know the admixture of each reason for the rarity (if we even agree it is real). That said, even if it is a solution to a problem you, I, or the guy over there doesn't think is really that big of an issue, I think we can analyze the proposed solution for relative merit regardless. Maybe this is more applicable in the TSR editions, but I always found 3rd level to be where the game really 'turns on.' I mean, think of the problems that can be bypassed just by iconic 2nd level spells like [I]Alter Self, Invisibility, Knock, Levitate[/I], (for this edition [I]Misty Step[/I],) See [I]Invisibility, Silence,[/I] and [I]Spiderclimb[/I]? Any plot gated by guards, doors, something up high, or something you can't see. [/QUOTE]
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Mearls has some Interesting Ideals about how to fix high level wizards.
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