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My Gut Reaction to Book of Nine Swords
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<blockquote data-quote="IceFractal" data-source="post: 3058834" data-attributes="member: 27704"><p>Yes, the new classes are all significantly more powerful than a Fighter (at mid to high levels, anyway). Why? Because part of the book's purpose is to correct a large flaw in the D&D rules - Non-spellcasters (especially Fighters) are much weaker than spellcasters at high levels. Try actually comparing what a spellcaster can do at high levels versus what a melee type can do, and you'll see what I mean. Even the most high-damage-dealing Barbarian has nothing on spellcasters that can end the fight before their opponents get a turn. </p><p></p><p>So this book balances that in the most direct way - by giving melee types the same elements spellcasters have - tiered and limited use abilities that get exponentially stronger at high levels. And actually, for all the boost that it gives them, it only balances melee types inside combat. Out of combat, spells still have the advantage.</p><p></p><p>Unlike some books, this is balanced for the experienced gaming group. If the spellcasters in your group still think direct damage is the best type of magic, don't think buffing spells are important, or get frustrated trying to use Save:Yes, SR:Yes spells on demons, then maybe it wouldn't be the right balance for your game. But if the warriors are getting tired of being on the sidelines, then this can put them back on the field.</p><p></p><p>Plus, it's just more fun. And it means that you can be a warrior-type and still have a lot of different options and tactical decisions, which some people enjoy, and previously had to be a spellcaster for.</p></blockquote><p></p>
[QUOTE="IceFractal, post: 3058834, member: 27704"] Yes, the new classes are all significantly more powerful than a Fighter (at mid to high levels, anyway). Why? Because part of the book's purpose is to correct a large flaw in the D&D rules - Non-spellcasters (especially Fighters) are much weaker than spellcasters at high levels. Try actually comparing what a spellcaster can do at high levels versus what a melee type can do, and you'll see what I mean. Even the most high-damage-dealing Barbarian has nothing on spellcasters that can end the fight before their opponents get a turn. So this book balances that in the most direct way - by giving melee types the same elements spellcasters have - tiered and limited use abilities that get exponentially stronger at high levels. And actually, for all the boost that it gives them, it only balances melee types inside combat. Out of combat, spells still have the advantage. Unlike some books, this is balanced for the experienced gaming group. If the spellcasters in your group still think direct damage is the best type of magic, don't think buffing spells are important, or get frustrated trying to use Save:Yes, SR:Yes spells on demons, then maybe it wouldn't be the right balance for your game. But if the warriors are getting tired of being on the sidelines, then this can put them back on the field. Plus, it's just more fun. And it means that you can be a warrior-type and still have a lot of different options and tactical decisions, which some people enjoy, and previously had to be a spellcaster for. [/QUOTE]
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