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Rule of Three: 7 Feb. 2014
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<blockquote data-quote="RevTurkey" data-source="post: 6259486"><p>Hey EnglishLanguage <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Fair points and well made. My views on that are:</p><p></p><p>1. This is D&D not a Conan novel or a Greek Myth. The game has a history of it's own. It is not generally considered a magic weak game. In all editions except perhaps the last...a wizard became very powerful at higher levels. I think games like Runequest would be better suited to cover those low magic styles of play. If you dangle the carrot of world changing, reality warping magic in a low level mages face...I don't think it is good to then say...sorry but that 'Wish' spell is only worth a plus one because it might upset the player who is playing a guy in a loincloth with a lump of iron. Just to be clear my all time favourite class to play is a Fighter. I don't care that the wizards are better at high level...I am having my own fun, charging about and battling monsters. The stand off-ish nature of a mage class is a bit too boring for my liking. By the way...I don't do multi-classing and don't allow it in my games. A discussion for another thread but I think it leads to power gaming/ point matching and that is not my thing.</p><p></p><p>2. I used to have a character that had a vorpal blade in 2nd edition. That little sword and some lucky rolls made my hero the match of any wizard. I guess it is each to their own...in games I have played it is not common for wizards to end up with loads of magic items other than those that enhance their normal class abilities. Staves, wands, rings, scrolls...stuff that lets them turn people to dust. Because we avoid multi-classing...the Fighter types get the magic armour, big shiny pointy stuff and glowing shields..that tend to level the playing field for them without having to nerf the mage or pretend that the fighter's suddenly got bitten by radioactive spiders and start running up walls and acquiring the strength of ten men etc. That's how we play and as such where my comments and experience come from.</p><p></p><p>3. Roleplaying has nothing to do with class? Well it does a bit doesn't it. A good banana is not the same as a good apple but they are both still fruit. The actions and conversations you role-play are going to be different based on class...</p><p></p><p>anyway...I guess we play and want different things from the game. No problem..it looks like Mearl's and co. are putting in options to allow both of us to be happy. Hope that happens <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="RevTurkey, post: 6259486"] Hey EnglishLanguage :) Fair points and well made. My views on that are: 1. This is D&D not a Conan novel or a Greek Myth. The game has a history of it's own. It is not generally considered a magic weak game. In all editions except perhaps the last...a wizard became very powerful at higher levels. I think games like Runequest would be better suited to cover those low magic styles of play. If you dangle the carrot of world changing, reality warping magic in a low level mages face...I don't think it is good to then say...sorry but that 'Wish' spell is only worth a plus one because it might upset the player who is playing a guy in a loincloth with a lump of iron. Just to be clear my all time favourite class to play is a Fighter. I don't care that the wizards are better at high level...I am having my own fun, charging about and battling monsters. The stand off-ish nature of a mage class is a bit too boring for my liking. By the way...I don't do multi-classing and don't allow it in my games. A discussion for another thread but I think it leads to power gaming/ point matching and that is not my thing. 2. I used to have a character that had a vorpal blade in 2nd edition. That little sword and some lucky rolls made my hero the match of any wizard. I guess it is each to their own...in games I have played it is not common for wizards to end up with loads of magic items other than those that enhance their normal class abilities. Staves, wands, rings, scrolls...stuff that lets them turn people to dust. Because we avoid multi-classing...the Fighter types get the magic armour, big shiny pointy stuff and glowing shields..that tend to level the playing field for them without having to nerf the mage or pretend that the fighter's suddenly got bitten by radioactive spiders and start running up walls and acquiring the strength of ten men etc. That's how we play and as such where my comments and experience come from. 3. Roleplaying has nothing to do with class? Well it does a bit doesn't it. A good banana is not the same as a good apple but they are both still fruit. The actions and conversations you role-play are going to be different based on class... anyway...I guess we play and want different things from the game. No problem..it looks like Mearl's and co. are putting in options to allow both of us to be happy. Hope that happens :) [/QUOTE]
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