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Once and for all- Is D&D magic overpowered?
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<blockquote data-quote="Knight_Arothir" data-source="post: 2237865" data-attributes="member: 31962"><p><strong>WizarDru</strong>:</p><p> </p><p>I understand what you're saying. But I'm not building a new d20 game. What I was talking about is probably going to be some kind of weird d20/GURPS/CODA hybrid. But still, I see where you're coming from and I do plan to be careful about nerfing anyone, or taking enjoyment out of the game. But I think a return to a more contemporary spellcaster will be fun. He'll be the scholarly mystical guy again, instead of "the big gun." The warrior will again be the prevalent melee character rather than "the Wizard's meat shield," etc.</p><p> </p><p>But there's definitely a balance that needs to be struck. Removing the Wizard's ability to be ultra-effective during melee and replacing it with a stronger knowledge base will simply change his role slightly - not make him less effective in a group. At least, that's what I'm hoping. It's still in the early design stage.</p><p> </p><p> </p><p> </p><p> </p><p>But as for D&D magic, specifically... all classes are balanced according to the assumption that they will all have access to magic. So that makes it difficult to prove that magic is overpowered. Perhaps a more apt question would be "Is magic in D&D too -prevalent-," but that's extremely subjective. And as many have already said - the game is balanced with the idea that you'll be working as a team, not fighting each other one-on-one.</p></blockquote><p></p>
[QUOTE="Knight_Arothir, post: 2237865, member: 31962"] [b]WizarDru[/b]: I understand what you're saying. But I'm not building a new d20 game. What I was talking about is probably going to be some kind of weird d20/GURPS/CODA hybrid. But still, I see where you're coming from and I do plan to be careful about nerfing anyone, or taking enjoyment out of the game. But I think a return to a more contemporary spellcaster will be fun. He'll be the scholarly mystical guy again, instead of "the big gun." The warrior will again be the prevalent melee character rather than "the Wizard's meat shield," etc. But there's definitely a balance that needs to be struck. Removing the Wizard's ability to be ultra-effective during melee and replacing it with a stronger knowledge base will simply change his role slightly - not make him less effective in a group. At least, that's what I'm hoping. It's still in the early design stage. But as for D&D magic, specifically... all classes are balanced according to the assumption that they will all have access to magic. So that makes it difficult to prove that magic is overpowered. Perhaps a more apt question would be "Is magic in D&D too -prevalent-," but that's extremely subjective. And as many have already said - the game is balanced with the idea that you'll be working as a team, not fighting each other one-on-one. [/QUOTE]
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