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Might&Magic: the linear fighter and the exponential wizard
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<blockquote data-quote="Rod Staffwand" data-source="post: 7391110" data-attributes="member: 6776279"><p>D&D has long had a problem with making mundane 10+ level characters superhuman, which is what they should be. Trained skills at this level should be bordering on the implausible: melding ninja-like into the tiniest of shadows or disappearing in the blink of an eye; climbing sheer, almost featureless, surfaces; or having a swordfight while standing on the back of a galloping horse. At the same time, spellcasters are getting truly impressive magic--teleport, polymorph, etc. It's not much of a contest.</p><p></p><p>The 5e divide is much improved over 3.5/PF as others have said. Concentration, requiring higher slots for greater spell effects, and limited high level slots are all very helpful. Is it enough? That probably depends on table and style of play. For us it was alright, I think mainly because we used the above conceptualization of skills to help share the wealth. The casters had potent spells, but didn't need to resort to them as much.</p><p></p><p>I would also like to point out the tier system rating for classes is, while a useful perspective, incomplete overall. The tier system looks at versatility in the sense of how much can a class contribute to the party's efforts in total. The more impact a potential character in a class has in more situations, the higher the tier. What it doesn't look at is durability and/or vulnerability. The lower hit points, AC and other defenses of the wizard does mitigate their versatility and firepower somewhat. A wizard has few innate protections and needs to use their expendable resource--spells--to defend themselves (weakening their bag of tricks in other areas) or remove themselves from the line of fire (either through teamwork, cautious play or cleverness). Failing to do this puts the wizard in a world of danger.</p><p></p><p>I don't want to say that monsters should focus fire on the wizard but, honestly, why shouldn't they? Especially at high-level with even moderately intelligent enemies. Go after the casters first. Their spells are the most dangerous and they have the weakest defenses. Any gameplan designed by high-level foes should have plans for dealing with casters. Line of sight, darkness, silence, counterspell, dispel magic can all be used as well. In short, there's no reason to go easy on a PC that brings a wish spell to a swordfight.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 7391110, member: 6776279"] D&D has long had a problem with making mundane 10+ level characters superhuman, which is what they should be. Trained skills at this level should be bordering on the implausible: melding ninja-like into the tiniest of shadows or disappearing in the blink of an eye; climbing sheer, almost featureless, surfaces; or having a swordfight while standing on the back of a galloping horse. At the same time, spellcasters are getting truly impressive magic--teleport, polymorph, etc. It's not much of a contest. The 5e divide is much improved over 3.5/PF as others have said. Concentration, requiring higher slots for greater spell effects, and limited high level slots are all very helpful. Is it enough? That probably depends on table and style of play. For us it was alright, I think mainly because we used the above conceptualization of skills to help share the wealth. The casters had potent spells, but didn't need to resort to them as much. I would also like to point out the tier system rating for classes is, while a useful perspective, incomplete overall. The tier system looks at versatility in the sense of how much can a class contribute to the party's efforts in total. The more impact a potential character in a class has in more situations, the higher the tier. What it doesn't look at is durability and/or vulnerability. The lower hit points, AC and other defenses of the wizard does mitigate their versatility and firepower somewhat. A wizard has few innate protections and needs to use their expendable resource--spells--to defend themselves (weakening their bag of tricks in other areas) or remove themselves from the line of fire (either through teamwork, cautious play or cleverness). Failing to do this puts the wizard in a world of danger. I don't want to say that monsters should focus fire on the wizard but, honestly, why shouldn't they? Especially at high-level with even moderately intelligent enemies. Go after the casters first. Their spells are the most dangerous and they have the weakest defenses. Any gameplan designed by high-level foes should have plans for dealing with casters. Line of sight, darkness, silence, counterspell, dispel magic can all be used as well. In short, there's no reason to go easy on a PC that brings a wish spell to a swordfight. [/QUOTE]
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Might&Magic: the linear fighter and the exponential wizard
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