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Published rules favor casters?
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<blockquote data-quote="Fingol" data-source="post: 2044456" data-attributes="member: 22679"><p>I think it's all down to the DM and the type of game he runs. He controls the treasure and the number of rounds of fighting in a day. It would be interesting to see who runs out of what resource first if a DM firstly bumped up the number of rounds of fighting a day and secondly made a real effort to reduce the treasure 'found'. Would it be the fighters types and their hit points, the clerics and their mobile hit point reserves, or the wizard types and their frappy spells? I am picking that after a while clerics start saving what spells they can for healing fighter types, wizards will likely not open every fight with chucking a big offensive spell into a room as soon as the door opens. They will want their fighters to move in first, they will want to wait and see if the fighters can handle it. Would there be more of an emphasis to hoard treasure to buy healing scrolls and potions? </p><p></p><p>I think that the DM by making a few small changes of how hard he pushes the group the balance of 'power' will shift quickly. The DM can force the group to behave in a manner that ensures that the fighters are kept healthy and that the spellcasters keep/ hog their spells for applying pressure in a very tactical sense. Waiting until that one spell would swing the fight around, to make sure that fighters do not get flanked, and to counter/ dispel spells the enemy might throw at the fighters.</p><p></p><p>How many games out there have groups hit several times a night while in enemy territory? We played the banewarrens recently and we always popped back up into the city after one or two fights, we went back to our favorite inn and relaxed the rest of the day. In that set up the spellcasters were more powerful. However I have seen other scenarios where spellcasters were not.</p><p></p><p>Where are the monsters with high SR? I have seen wizards get rather hecked off when none of their top rank spells 'go off'. I have seen the fighters smile and wade in hacking and slashing shouting for the clerics to get behind them and heal them and to "bless" their weapons. Relegating both the divine and arcane spellcasters to very much support roles. Again? Definitely for the cleric. </p><p></p><p>And fighters have options; they can decide to go for one large weapon or two little ones. They can choose to bring a bow. They can be 'given' items that don't have spell triggers. If anything 3rd has made more magical items and hence options available to them. Would DMs let their fighters pack expeditious retreat potions? There must be lots of players of fighters out there that have smarter ideas.</p></blockquote><p></p>
[QUOTE="Fingol, post: 2044456, member: 22679"] I think it's all down to the DM and the type of game he runs. He controls the treasure and the number of rounds of fighting in a day. It would be interesting to see who runs out of what resource first if a DM firstly bumped up the number of rounds of fighting a day and secondly made a real effort to reduce the treasure 'found'. Would it be the fighters types and their hit points, the clerics and their mobile hit point reserves, or the wizard types and their frappy spells? I am picking that after a while clerics start saving what spells they can for healing fighter types, wizards will likely not open every fight with chucking a big offensive spell into a room as soon as the door opens. They will want their fighters to move in first, they will want to wait and see if the fighters can handle it. Would there be more of an emphasis to hoard treasure to buy healing scrolls and potions? I think that the DM by making a few small changes of how hard he pushes the group the balance of 'power' will shift quickly. The DM can force the group to behave in a manner that ensures that the fighters are kept healthy and that the spellcasters keep/ hog their spells for applying pressure in a very tactical sense. Waiting until that one spell would swing the fight around, to make sure that fighters do not get flanked, and to counter/ dispel spells the enemy might throw at the fighters. How many games out there have groups hit several times a night while in enemy territory? We played the banewarrens recently and we always popped back up into the city after one or two fights, we went back to our favorite inn and relaxed the rest of the day. In that set up the spellcasters were more powerful. However I have seen other scenarios where spellcasters were not. Where are the monsters with high SR? I have seen wizards get rather hecked off when none of their top rank spells 'go off'. I have seen the fighters smile and wade in hacking and slashing shouting for the clerics to get behind them and heal them and to "bless" their weapons. Relegating both the divine and arcane spellcasters to very much support roles. Again? Definitely for the cleric. And fighters have options; they can decide to go for one large weapon or two little ones. They can choose to bring a bow. They can be 'given' items that don't have spell triggers. If anything 3rd has made more magical items and hence options available to them. Would DMs let their fighters pack expeditious retreat potions? There must be lots of players of fighters out there that have smarter ideas. [/QUOTE]
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