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Community
General Tabletop Discussion
*TTRPGs General
Older Editions and "Balance" when compared to 3.5
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<blockquote data-quote="Dausuul" data-source="post: 5314761" data-attributes="member: 58197"><p>If you never go past 10th level, you won't ever see most of 3E's really heinous class-balance issues; the main power differential between PCs is going to be between the system-savvy and the system-ignorant.</p><p></p><p>Even at high levels, the problem may not come up. A tolerably well-built fighter will have no problem keeping up with a blaster wizard and a healbot cleric. It's when wizards discover the wonder of save-or-lose and utility magic, and clerics decide to buff themselves up because they want to take a more active hand in combat, that fighters and rogues get left in the dust.</p><p></p><p>Before 3E, casters still had an advantage at high levels, but not nearly as much of one, for a couple of reasons. First, saving throw mechanics didn't allow for save DCs; your chance to save against an archmage casting <em>finger of death</em> was the same as against an apprentice wizard casting <em>charm person</em>, and a powerful foe was likely to shrug off both. So you didn't get the phenomenon of save-or-lose spells dominating the game. (On the other hand, lower hit point totals and the tendency for hit points to plateau past 9th or 10th level meant blasting magic was quite a bit stronger.)</p><p></p><p>Second, each class had its own experience table, and casters typically leveled much slower than non-casters once they got up around level 10-12. So a 15th-level caster might dominate a 15th-level fighter, but you wouldn't see them in the same party.</p><p></p><p>Third, just as saving throws didn't have variable DCs, magic resistance was a fixed percentage. A foe with 90% magic resistance shrugged off 90% of spells, period. It could get to be a real headache.</p><p></p><p>Finally, you just didn't get as many spells per day in older editions.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5314761, member: 58197"] If you never go past 10th level, you won't ever see most of 3E's really heinous class-balance issues; the main power differential between PCs is going to be between the system-savvy and the system-ignorant. Even at high levels, the problem may not come up. A tolerably well-built fighter will have no problem keeping up with a blaster wizard and a healbot cleric. It's when wizards discover the wonder of save-or-lose and utility magic, and clerics decide to buff themselves up because they want to take a more active hand in combat, that fighters and rogues get left in the dust. Before 3E, casters still had an advantage at high levels, but not nearly as much of one, for a couple of reasons. First, saving throw mechanics didn't allow for save DCs; your chance to save against an archmage casting [i]finger of death[/i] was the same as against an apprentice wizard casting [i]charm person[/i], and a powerful foe was likely to shrug off both. So you didn't get the phenomenon of save-or-lose spells dominating the game. (On the other hand, lower hit point totals and the tendency for hit points to plateau past 9th or 10th level meant blasting magic was quite a bit stronger.) Second, each class had its own experience table, and casters typically leveled much slower than non-casters once they got up around level 10-12. So a 15th-level caster might dominate a 15th-level fighter, but you wouldn't see them in the same party. Third, just as saving throws didn't have variable DCs, magic resistance was a fixed percentage. A foe with 90% magic resistance shrugged off 90% of spells, period. It could get to be a real headache. Finally, you just didn't get as many spells per day in older editions. [/QUOTE]
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