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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="EzekielRaiden" data-source="post: 8314392" data-attributes="member: 6790260"><p>I guess my problem with this is that it highlights the very issue involved:</p><p></p><p>Spellcasters now, at least conceivably, tap into dozens of pages of at least <em>possible</em> options, even if each individual one only taps (say) a dozen pages in total. But it also gets two pages' worth of class features. Non-casters...just get two pages' worth of class features.</p><p></p><p><em>That</em> is, and continues to be, the fundamental issue. Casters simply get to play <em>more</em> of the game than anyone else. It's not like Shadowrun, where mundanes have cyber-augmentations and hacking/drone work, which are almost totally off-limits to casters (as cutting up your body directly reduces your Magic stat). There, at least the mundanes get their <em>own</em>, distinct rules-subsets to play with, some of which can be incredibly important.</p><p></p><p>Branching off a bit from what you specifically said, TwoSix...</p><p></p><p>Doesn't anyone else at least think it <em>fishy</em>, even if you don't agree that there's a problem, that it's <em>consistently</em> one side getting shortchanged and not the other? Like, with the sole exception of 4e (the edition that got criticized for being "too balanced"), it has essentially <em>never</em> been the case that Fighters do consistently better than Wizards. At early levels, you may have some times where Wizards just don't have enough oomph yet. But even in games pretty much purely ported from early-D&D (which I <em>have</em> played! A little, but still!) I have seen a Wizard of something like 5th or 6th level--high enough to cast <em>invisibility</em>--absolutely blow every other player's contributions out of the water because of what a single spell could do.</p><p></p><p>And that's not even touching on how magic has <em>always</em> allowed for the creation of entirely new spells. Where do people think <em>Rary's telepathic bond</em>, <em>Snilloc's snowball swarm</em>, and <em>Tasha's hideous laughter</em> came from? These were players <em>inventing</em> new mechanics for their characters. Since when have Fighters, and their "mundane" brethren, been able to <em>invent</em> new mechanics for themselves to use?</p><p></p><p>We're not just talking about characters that get to play <em>more</em> of D&D than other characters. We're talking about characters that get to <em>add more to </em>the game than others. There are vastly more remembered spellcasters than remembered non-spellcasters; the only Fighter of old whose name I can remember is Robilar, and even looking over the list of Fighters on the Greyhawk wiki is...not particularly inspiring. Fighters tended to be henchmen, retainers, or minor figures. Wizards <em>shaped empires</em> and <em>ended wars</em>.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8314392, member: 6790260"] I guess my problem with this is that it highlights the very issue involved: Spellcasters now, at least conceivably, tap into dozens of pages of at least [I]possible[/I] options, even if each individual one only taps (say) a dozen pages in total. But it also gets two pages' worth of class features. Non-casters...just get two pages' worth of class features. [I]That[/I] is, and continues to be, the fundamental issue. Casters simply get to play [I]more[/I] of the game than anyone else. It's not like Shadowrun, where mundanes have cyber-augmentations and hacking/drone work, which are almost totally off-limits to casters (as cutting up your body directly reduces your Magic stat). There, at least the mundanes get their [I]own[/I], distinct rules-subsets to play with, some of which can be incredibly important. Branching off a bit from what you specifically said, TwoSix... Doesn't anyone else at least think it [I]fishy[/I], even if you don't agree that there's a problem, that it's [I]consistently[/I] one side getting shortchanged and not the other? Like, with the sole exception of 4e (the edition that got criticized for being "too balanced"), it has essentially [I]never[/I] been the case that Fighters do consistently better than Wizards. At early levels, you may have some times where Wizards just don't have enough oomph yet. But even in games pretty much purely ported from early-D&D (which I [I]have[/I] played! A little, but still!) I have seen a Wizard of something like 5th or 6th level--high enough to cast [I]invisibility[/I]--absolutely blow every other player's contributions out of the water because of what a single spell could do. And that's not even touching on how magic has [I]always[/I] allowed for the creation of entirely new spells. Where do people think [I]Rary's telepathic bond[/I], [I]Snilloc's snowball swarm[/I], and [I]Tasha's hideous laughter[/I] came from? These were players [I]inventing[/I] new mechanics for their characters. Since when have Fighters, and their "mundane" brethren, been able to [I]invent[/I] new mechanics for themselves to use? We're not just talking about characters that get to play [I]more[/I] of D&D than other characters. We're talking about characters that get to [I]add more to [/I]the game than others. There are vastly more remembered spellcasters than remembered non-spellcasters; the only Fighter of old whose name I can remember is Robilar, and even looking over the list of Fighters on the Greyhawk wiki is...not particularly inspiring. Fighters tended to be henchmen, retainers, or minor figures. Wizards [I]shaped empires[/I] and [I]ended wars[/I]. [/QUOTE]
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