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Star wars - which version?
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<blockquote data-quote="Imperialus" data-source="post: 5424109" data-attributes="member: 893"><p>Apology accepted, no worries. That said, I'm not sure I agree with you, at least with the respect of the balance pertaining to older editions. I might put forward the suggestion that older editions (I'll use 1st as my example) were still balanced... just not balanced in the same way as a 3rd or 4th ed game.</p><p></p><p>Lets look at the Fighter and Wizard since they are really diametric opposites. IME at low level (say up to 4th) the fighter does do a lot of the heavy lifting. A wizard is extremely limited in what he can do on a given day and needs a lot of support to do it. In my group however it's the Wizard to tends to take over the role of managing the 'supplementary' party members. At first level everyone, even the fighter is pretty squishy so most parties gravitate towards multiple hirelings, or charmed men at arms if the wizard has that spell. This bulks out their battle line and gives the wizard something to do after he's fired off his sleep spell for the day.</p><p></p><p>In the middling levels (say 5th to 9th) the two classes are pretty well balanced with each other on a 1-1 basis. The wizard starts getting some of his really nice damage spells and the fighter starts to develop a sizable chunk of hitpoints.</p><p></p><p>After "name level" the roles change. Fighters begin to concern themselves with stronghold management, thieves start running their guilds, priests found churches, and wizards lock themselves in towers and research spells. The wizard might be able to cast cloudkill at 12th level, but the fighter can lead a few thousand followers into battle. In the end, particularly if the campaign has built up to this point from low levels it really does balance out. Both classes still rely on each other... the wizard can't defend his tower all alone and the fighters army is vulnerable to magical attacks, it's just the scale has changed.</p><p></p><p>That said there are some horrendously imbalanced systems out there. That do have dedicated (albeit small) followings. RIFTS springs to mind as the picture perfect example of this. With a good GM and some sort of a 'table contract' regarding power level then even RIFTS can be a lot of fun despite (and in some ways because of) how imbalanced it is.</p><p></p><p>That said I'm probably helping veer this topic even further off course. I'd be happy to continue the conversation, we just might want to start another thread about it.</p></blockquote><p></p>
[QUOTE="Imperialus, post: 5424109, member: 893"] Apology accepted, no worries. That said, I'm not sure I agree with you, at least with the respect of the balance pertaining to older editions. I might put forward the suggestion that older editions (I'll use 1st as my example) were still balanced... just not balanced in the same way as a 3rd or 4th ed game. Lets look at the Fighter and Wizard since they are really diametric opposites. IME at low level (say up to 4th) the fighter does do a lot of the heavy lifting. A wizard is extremely limited in what he can do on a given day and needs a lot of support to do it. In my group however it's the Wizard to tends to take over the role of managing the 'supplementary' party members. At first level everyone, even the fighter is pretty squishy so most parties gravitate towards multiple hirelings, or charmed men at arms if the wizard has that spell. This bulks out their battle line and gives the wizard something to do after he's fired off his sleep spell for the day. In the middling levels (say 5th to 9th) the two classes are pretty well balanced with each other on a 1-1 basis. The wizard starts getting some of his really nice damage spells and the fighter starts to develop a sizable chunk of hitpoints. After "name level" the roles change. Fighters begin to concern themselves with stronghold management, thieves start running their guilds, priests found churches, and wizards lock themselves in towers and research spells. The wizard might be able to cast cloudkill at 12th level, but the fighter can lead a few thousand followers into battle. In the end, particularly if the campaign has built up to this point from low levels it really does balance out. Both classes still rely on each other... the wizard can't defend his tower all alone and the fighters army is vulnerable to magical attacks, it's just the scale has changed. That said there are some horrendously imbalanced systems out there. That do have dedicated (albeit small) followings. RIFTS springs to mind as the picture perfect example of this. With a good GM and some sort of a 'table contract' regarding power level then even RIFTS can be a lot of fun despite (and in some ways because of) how imbalanced it is. That said I'm probably helping veer this topic even further off course. I'd be happy to continue the conversation, we just might want to start another thread about it. [/QUOTE]
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