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Narrative Space Options for non-spellcasters
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<blockquote data-quote="N'raac" data-source="post: 6150479" data-attributes="member: 6681948"><p>This depends on what you consider "your core job as a fighter". If it is to be a tank in combat, that implies it is not your core job to manipulate the narrative - that job, perhaps, belongs to the spellcasters. We typically used 28 point point buy. That allows 4 14's and 2 10's, among an array of other iterations. Let's see - you could have a 14 INT, 14 CHA, 14 STR, 14 CON, 12 DEX (maxes your bonus in full plate) and 8 WIS. You won't get extreme bonus hp or attack/damage modifiers, but I'd say you're competent as a Fighter, while having 5 skill points per level (as a human, since your stats are unmodified) and a decent CHA. You've traded off being a hulking tank for some extra versatility. You can also access every Fighter feat tree (Combat Expertise requires 13 INT, IIRC).</p><p></p><p></p><p></p><p>It does entail that some styles will enhance the power of some spells. XX Person spells are much more powerful in a game with few monsters, since a much greater proportion of enemies are affected by those spells. Does that make them "overpowered"? Not in general, but perhaps in that campaign style specifically. Certainly an Enchantment focuse Wizard will be much more powerful than in a game focused on the Undead Legions of the Lich Lord. The game is, in my view, designed with the expectation of a wide variety of enemies, challenges and encounters. A more focused game may need some changes to take into account the manner in which that focus weakens some options and strengthens others.</p><p></p><p></p><p></p><p>If there are few or no equals to the power level of the PC's, Teleport should not be the only ability which seems inordinately powerful. If the PC's are the most powerful men and women in the game setting, then conbat simply won't be much of a challenge to them, and the GM will need to structure other challenges. Such as situations where "killing the enemy" is not a viable "win" proposition. If your goal is to unite the disparate, squabbling Peoples of the West to be ready to face invasion by the Evil Eastern Empire, Scry & Fry on the leadership of the Kingdoms of the West probably isnt your best approach - now we have thrown the whole western sub-continent into leaderless disarray, which doesn't really solve the problem.</p><p></p><p></p><p></p><p>If there are only a dozen or so (or, say, 100, including bad guys and uncaring folk the PC's will not interact with) people in the world of L10+, how is it so easy to acquire your pick of 5th level spells as a wizard? If you are "among the most powerful actors in the world", would it not logically follow that very little can actually challenge you, so scry & fry on most enemies is simple, even routine? Perhaps to the point it is not ven worth spending game time on such petty activities of these powerful PC's, and we should relegate them to behind the scenes activity, simply taken as a given for such powerful inividuals. Only those rare enemies of a comparable power level really provide enough of a challenge to merit focusing precious game time on.</p><p></p><p></p><p></p><p>In such a case, it makes sense to ensure each indiviual encounter is potent enough to challenge the PC's on its own merits, as a single encounter. "Traditional Scenarios" also include Against the Giants and the Caves of Chaos, where activity by the remaining enemy while you are resting up is not only logical, but expected. As I recall ToH, any single encounter had great potential to be lethal in and of itself, or disarmed with the use of few or no resources limited in their use.</p><p></p><p></p><p></p><p>I've already commented on the Teleport aspect of this strategy in light of the RAW spell rules. I'm still waiting for the "scry" strategy which allows for reliable location of the main enemy. One aspect of those very "static environment" scenarios you describe was the hidden nature of many of the threats posed. You can Scry that green devil's head with the wide, black mouth for as long as you want without having any better idea how to deal with it. The Tomb of Acerack will look exactly as bleak and deserted for as long as you want to look. Whether you Scry or get there and stand, looking around but cautiously touching nothing. And, all by himself, Acerak is fully lethal to a high level party fully rested and loaded for bear.</p><p></p><p></p><p></p><p>I found that old school moel basically meant wizards would seek out spells lacking a save. Fighters can do damage, thanks. That 10d6 Fireball, 5d6 if we assume the enemy will typically save, lacks Evasion-type abilities or fire resistance, averages 17.5 damage. Meanwhile, the Fighter pumps that out in one swing - and he's getting 2 attacks per round, well on his way to 3, at 10th level. And don't cast it once melee is joined! Assuming we forego Scry & Fry so we have some 5th level slots available, we have Cloudkill (don't let your teammates get stuck in the cloud, and watch out for enemies not needing to breathe), and cone of cold (10d6 damage from a different source, same save for half, and watch out for that Fighter in front of you!) to do damage. Now, if the goal is to have Wizards provide battlefield control (Wall of Force/Stone and Rock to Mud), scouting (Prying Eyes), transport (Teleport) and allies (Faithful Hound, Summon Monster V), we have more options. But spells with a "save means wasted action"? Exercise in frustration if we're down to a 1 in 3 or 4 chance it will do anything. May as well get rid of those spells - the others will be clearly superior choices.</p><p></p><p></p><p></p><p>So why are L5 spells so easy to come by that our newly L9 wizard has his pick of the litter?</p><p></p><p></p><p></p><p>Seriously? It failed twice? Why do the PC's keep at it, then? It has weakened the enemy forces, taking out guards on each occasion. The raiders have whittled away a chunk of our defenses. Seems to me they are remarkably effective, so we better find a way to deal with this before we are all wiped out.</p><p></p><p></p><p></p><p>Definitely. If the campaign is just a series of static encounters, "narrative space" means something very different than if it is a complex array of players engaged in political machinations.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6150479, member: 6681948"] This depends on what you consider "your core job as a fighter". If it is to be a tank in combat, that implies it is not your core job to manipulate the narrative - that job, perhaps, belongs to the spellcasters. We typically used 28 point point buy. That allows 4 14's and 2 10's, among an array of other iterations. Let's see - you could have a 14 INT, 14 CHA, 14 STR, 14 CON, 12 DEX (maxes your bonus in full plate) and 8 WIS. You won't get extreme bonus hp or attack/damage modifiers, but I'd say you're competent as a Fighter, while having 5 skill points per level (as a human, since your stats are unmodified) and a decent CHA. You've traded off being a hulking tank for some extra versatility. You can also access every Fighter feat tree (Combat Expertise requires 13 INT, IIRC). It does entail that some styles will enhance the power of some spells. XX Person spells are much more powerful in a game with few monsters, since a much greater proportion of enemies are affected by those spells. Does that make them "overpowered"? Not in general, but perhaps in that campaign style specifically. Certainly an Enchantment focuse Wizard will be much more powerful than in a game focused on the Undead Legions of the Lich Lord. The game is, in my view, designed with the expectation of a wide variety of enemies, challenges and encounters. A more focused game may need some changes to take into account the manner in which that focus weakens some options and strengthens others. If there are few or no equals to the power level of the PC's, Teleport should not be the only ability which seems inordinately powerful. If the PC's are the most powerful men and women in the game setting, then conbat simply won't be much of a challenge to them, and the GM will need to structure other challenges. Such as situations where "killing the enemy" is not a viable "win" proposition. If your goal is to unite the disparate, squabbling Peoples of the West to be ready to face invasion by the Evil Eastern Empire, Scry & Fry on the leadership of the Kingdoms of the West probably isnt your best approach - now we have thrown the whole western sub-continent into leaderless disarray, which doesn't really solve the problem. If there are only a dozen or so (or, say, 100, including bad guys and uncaring folk the PC's will not interact with) people in the world of L10+, how is it so easy to acquire your pick of 5th level spells as a wizard? If you are "among the most powerful actors in the world", would it not logically follow that very little can actually challenge you, so scry & fry on most enemies is simple, even routine? Perhaps to the point it is not ven worth spending game time on such petty activities of these powerful PC's, and we should relegate them to behind the scenes activity, simply taken as a given for such powerful inividuals. Only those rare enemies of a comparable power level really provide enough of a challenge to merit focusing precious game time on. In such a case, it makes sense to ensure each indiviual encounter is potent enough to challenge the PC's on its own merits, as a single encounter. "Traditional Scenarios" also include Against the Giants and the Caves of Chaos, where activity by the remaining enemy while you are resting up is not only logical, but expected. As I recall ToH, any single encounter had great potential to be lethal in and of itself, or disarmed with the use of few or no resources limited in their use. I've already commented on the Teleport aspect of this strategy in light of the RAW spell rules. I'm still waiting for the "scry" strategy which allows for reliable location of the main enemy. One aspect of those very "static environment" scenarios you describe was the hidden nature of many of the threats posed. You can Scry that green devil's head with the wide, black mouth for as long as you want without having any better idea how to deal with it. The Tomb of Acerack will look exactly as bleak and deserted for as long as you want to look. Whether you Scry or get there and stand, looking around but cautiously touching nothing. And, all by himself, Acerak is fully lethal to a high level party fully rested and loaded for bear. I found that old school moel basically meant wizards would seek out spells lacking a save. Fighters can do damage, thanks. That 10d6 Fireball, 5d6 if we assume the enemy will typically save, lacks Evasion-type abilities or fire resistance, averages 17.5 damage. Meanwhile, the Fighter pumps that out in one swing - and he's getting 2 attacks per round, well on his way to 3, at 10th level. And don't cast it once melee is joined! Assuming we forego Scry & Fry so we have some 5th level slots available, we have Cloudkill (don't let your teammates get stuck in the cloud, and watch out for enemies not needing to breathe), and cone of cold (10d6 damage from a different source, same save for half, and watch out for that Fighter in front of you!) to do damage. Now, if the goal is to have Wizards provide battlefield control (Wall of Force/Stone and Rock to Mud), scouting (Prying Eyes), transport (Teleport) and allies (Faithful Hound, Summon Monster V), we have more options. But spells with a "save means wasted action"? Exercise in frustration if we're down to a 1 in 3 or 4 chance it will do anything. May as well get rid of those spells - the others will be clearly superior choices. So why are L5 spells so easy to come by that our newly L9 wizard has his pick of the litter? Seriously? It failed twice? Why do the PC's keep at it, then? It has weakened the enemy forces, taking out guards on each occasion. The raiders have whittled away a chunk of our defenses. Seems to me they are remarkably effective, so we better find a way to deal with this before we are all wiped out. Definitely. If the campaign is just a series of static encounters, "narrative space" means something very different than if it is a complex array of players engaged in political machinations. [/QUOTE]
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