IronWolf
blank
And this is, as we've been over, a poor way to design a game. You are designing it in such a way that a given character feels underwhelming for months or years, and then feels overwhelming for months or years after that. It is likely that, prior to the point at which the switch happens, the spellcaster's player isn't having as much fun as he might otherwise have, and it is similarly likely that, after the point at which the switch happens, the other members of the party who are not spellcasters are not having as much fun as they might otherwise have.
Bedrockgames *just* stated that he has players that *enjoy* the way wizards start slow and progress later in the game. They seem to have no issue with what you call underwhelming in the early stages (though really, if you consider a wizard underwhelming at low levels you need to reevaluate your early levels spell list).
I've played in the 3.x/PF genre for years now and the "problems" you describe just aren't happening as frequently as you want to paint. I've watched the wizard have a blast from 1st level on up and I've watched the fighter types do the same.
Your statement that spellcasters are not having as much fun as they might otherwise have at the lower levels is simply not true. It might be true for *you*, but it is hardly true for everyone or evidence of a game system issue.
Dannager said:This sort of "low-resolution" game design strikes me as having relatively low levels of appeal to the market at large, and that's why I deride it as an example of poor game design.
Correct - that is why *you* consider it poor game design. Many of us do not see this as an issue and enjoy the game as is. *You* taking issue with it does not condemn the system as flawed globally.