TwinBahamut
First Post
I'd argue that all of your analysis indicates that we should continue protesting C. 3E Wizards really do mess up the possibility of letting everyone shine in a game where players work together as a team of equals. Some things just can't be balanced, and the 3E Wizard is a square peg that won't fit into the round hole of a teamwork-focused game.Seems like there are two major camps:
1) I want to play a fighter character/archetype that starts off mundane and then becomes a mythic hero (e.g., throw boulders, make demons run from their battle cry)
2) I want a fighter character/archetype that remains mundane, an extremely skilled fighter but one that can only do stuff that is grounded in the top edges of real life human skill, strength, agility, etc.
I am also going to assume the following :
A) D&D is a fantasy rpg that is geared toward characters that form teams to tackle challenges
B) D&D is a game and the majority of its players have more fun when their character has similar levels of importance and contribution (although not necc. via the same method!!) than other team members
C) Wizards are going to look more like their 3e version than the 4e version.
Since its stated aim is to be the game for everyone, it seems to me that DDN should try to provide the above two archtypes.
If C) holds true, then I think we end up with the Justice League / Avengers conundrum. How can Batman and Superman be on the same team? This is not just from comic books but any medium that has two protagonists with widely different “combat” power levels.
Here are the typical ways that fiction deals with this:
· The higher power level individual often has crazy limitations on their power that enemies can exploit (not really true of3e like D&D Wizards)
· The lower power level person often has other traits that allow that person to contribute something other than his fighting prowess. Batman has intelligence, connections, technology, money, etc.
· The author works hard to provide situations and challenges where the lower power person’s other, non-fighting traits can shine. Sometimes this is done well, sometimes it seems artificial.
· The lower power level person tends to have amazing luck / fate
For the [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=2]#2 [/URL] archtype to work, I think DDN needs to embrace some metagame / narrative mechanics to model the luck as well as give the fighter some interesting non-fighting options (intelligence, connections, technology, money, etc.) so they can contribute in ways other than raw combat power.
Justice League or Avenger type team-ups of characters with wildly different skillsets and power levels only work with extremely fine-crafted situations that play to specific characters' abilities and weaknesses. It only works in movies and comic books because there is an author who has total control over the scenario and is capable of writing things so that each character has a chance to be in the spotlight. It only works because of the artificial and thoroughly engineered nature of those stories. That kind of thing isn't very easy to do in a tabletop RPG. Unless D&D was heavily rewritten with concepts and premises that'd make 4E look like a retroclone, I don't think it would work out. At the very least, it would be the exact same thing as high-level 3E: a game that won't work unless either the players specifically agree to not use certain classes or the DM takes on an extremely tough burden of micromanaging campaign balance and encounter design. I'd rather avoid that, myself.
Having a balanced game would work a lot better than trying to make a deliberately (or accidentally) imbalanced game work within the contexts of A and B.
Still, you do make the perfectly good point that appealing to both people who want a mythic hero and people who want to be a more mundane warrior is a laudable goal. The tough part is finding a way to balance a warrior who can punt a demon so hard it smashes through enemies and terrain features like a cannon ball with a warrior who, well... can't.
One of the best ways to do this that I've ever seen put forward is to simply let the more mundane character break the game in a way no other character can. That is, balancing the classes around the idea of player balance, rather than character balance, and letting the player of the mundane fighter control multiple characters at once, whereas the players of more powerful characters like the mythic fighter or wizard still each can only control a single character. To use a LotR example, this would be something like letting one player control Gimli and letting another player control Sam, Merry, and Pippin.
You'd have to balance things out so that letting one character have triple the actions wouldn't be overpowered, but it certainly lets more mundane characters still contribute greatly to a team dominated by more powerful ones. In fact, fans of simple fighters would probably work well with such a concept, since each of the sub-characters under the player's control would by necessity have to be simple in order to keep the game moving quickly.