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Might&Magic: the linear fighter and the exponential wizard
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 7392807" data-attributes="member: 31506"><p>But it does. Wizards* are reading minds, creating pocket dimensions at level 3, conjuring demons, teleporting, asking the gods questions etc. He can toss spells off 1 round after the other, with no risk of magical backlash, insanity, spell failure, etc. </p><p></p><p>Look at a wizard in Conan and compare it to a wizard in D&D. The D&D wizard is Dr. Strange. The Conan wizard is some schmuck who will probably be eaten by the big snake he charmed. D&D wizards are WAY more powerful than they are in any genre fiction I can think of where the entire "party" isn't a wizard or the story is told from a wizard POV. Hell, they're powerful than a magi in Ars Magica, and that's a game that explicitly recognizes that casters are just better than everyone else and non-magical companions are just weak in comparison, so everyone plays creates a wizard AND multiple non-magical grogs/companions. Honestly, that's kind of how 1st edition was as well - you'd have a couple of fighters/thieves as henchman and your "real" character, the caster. </p><p></p><p>Other than Mage, I can't think of a game that bends over backwards to create a nerd caster power fantasy than D&D. In Shadowrun you have to devote your top 1 or 2 "build" selections just for the ability to cast. So a caster has less stats, skills, and racial abilities than everyone else (and cant use cyberware). In Savage Worlds you pay a feat just to be able to cast ANYTHING, and then you pay one feat for each additional spell you learn (and have to roll to cast, with a 1 in 6 chance for backlash).</p><p></p><p>And it's fine if D&D wants to go full bore on the casters! All I'm asking for is a class where a fighting type gets to do equally badass feats. Attacking one extra time and maybe taking an extra punch doesnt cut it. If the rogue in your game had some cool abilities, you wouldn't be trying to figure out how to make him hit for 100+ damage a round just to contribute. Damage isn't a niche, because everyone deals it, and outside of a few specific builds, non-casters don't grossly excel at it enough to make up for their shortcomings in utility. </p><p></p><p>*Wizards being a general term for spellcaster in this case</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 7392807, member: 31506"] But it does. Wizards* are reading minds, creating pocket dimensions at level 3, conjuring demons, teleporting, asking the gods questions etc. He can toss spells off 1 round after the other, with no risk of magical backlash, insanity, spell failure, etc. Look at a wizard in Conan and compare it to a wizard in D&D. The D&D wizard is Dr. Strange. The Conan wizard is some schmuck who will probably be eaten by the big snake he charmed. D&D wizards are WAY more powerful than they are in any genre fiction I can think of where the entire "party" isn't a wizard or the story is told from a wizard POV. Hell, they're powerful than a magi in Ars Magica, and that's a game that explicitly recognizes that casters are just better than everyone else and non-magical companions are just weak in comparison, so everyone plays creates a wizard AND multiple non-magical grogs/companions. Honestly, that's kind of how 1st edition was as well - you'd have a couple of fighters/thieves as henchman and your "real" character, the caster. Other than Mage, I can't think of a game that bends over backwards to create a nerd caster power fantasy than D&D. In Shadowrun you have to devote your top 1 or 2 "build" selections just for the ability to cast. So a caster has less stats, skills, and racial abilities than everyone else (and cant use cyberware). In Savage Worlds you pay a feat just to be able to cast ANYTHING, and then you pay one feat for each additional spell you learn (and have to roll to cast, with a 1 in 6 chance for backlash). And it's fine if D&D wants to go full bore on the casters! All I'm asking for is a class where a fighting type gets to do equally badass feats. Attacking one extra time and maybe taking an extra punch doesnt cut it. If the rogue in your game had some cool abilities, you wouldn't be trying to figure out how to make him hit for 100+ damage a round just to contribute. Damage isn't a niche, because everyone deals it, and outside of a few specific builds, non-casters don't grossly excel at it enough to make up for their shortcomings in utility. *Wizards being a general term for spellcaster in this case [/QUOTE]
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