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The Linear Fighter/Quadratic Wizard Problem
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<blockquote data-quote="Hussar" data-source="post: 8745665" data-attributes="member: 22779"><p>No, I'd say that your experiences in the game really, really don't match up to mine. You mentioned never seeing a caster in early editions surviving to higher levels. For me, this was never true. The casters rarely, if ever died, and, most of the time, by about 4th level onwards, you simply raised them anyway. It's not like the groups were starving for cash. </p><p></p><p>I mean, the fact that you'd claim exploration was removed from 4e just shows how little you actually understood from the game. It's simply not true. But, I'm going to chalk this mostly up to the fact that you and I have never, ever played the same game - despite having the same books at the table. So, any solution either of us will propose will be pretty much automatically rejected. </p><p></p><p>For me, the obvious solution to non-casters vs casters is out of game meta-currency. If you're a non-caster, you get meta-game currency (action points, Bond points, whatever you want to call them) that the player can spend that will create effects that are just as strong as a spell of that level. So, a 9th level meta-currency effect would be the equivalent of Meteor Storm, or Wish or Gate. In other words, the fix that's used in many other games where you have this disparity between the in-game power of different characters. Whether it's games like Buffy the Vampire Slayer or various superhero genre games or a variety of others.</p><p></p><p>But, I know beyond a shadow of a doubt, that this will never, EVER fly in D&D. So, I just accept the disparity and not worry about it. I solve the problem by ignoring it entirely. After all, fighter is still one of the most popularly played classes, so, obviously, not that many people actually care about this problem, so, why should I? I know how to solve it. It's been solved in a dozen games right now. But, the solution will be 100% rejected by D&D players, so, there's no point.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8745665, member: 22779"] No, I'd say that your experiences in the game really, really don't match up to mine. You mentioned never seeing a caster in early editions surviving to higher levels. For me, this was never true. The casters rarely, if ever died, and, most of the time, by about 4th level onwards, you simply raised them anyway. It's not like the groups were starving for cash. I mean, the fact that you'd claim exploration was removed from 4e just shows how little you actually understood from the game. It's simply not true. But, I'm going to chalk this mostly up to the fact that you and I have never, ever played the same game - despite having the same books at the table. So, any solution either of us will propose will be pretty much automatically rejected. For me, the obvious solution to non-casters vs casters is out of game meta-currency. If you're a non-caster, you get meta-game currency (action points, Bond points, whatever you want to call them) that the player can spend that will create effects that are just as strong as a spell of that level. So, a 9th level meta-currency effect would be the equivalent of Meteor Storm, or Wish or Gate. In other words, the fix that's used in many other games where you have this disparity between the in-game power of different characters. Whether it's games like Buffy the Vampire Slayer or various superhero genre games or a variety of others. But, I know beyond a shadow of a doubt, that this will never, EVER fly in D&D. So, I just accept the disparity and not worry about it. I solve the problem by ignoring it entirely. After all, fighter is still one of the most popularly played classes, so, obviously, not that many people actually care about this problem, so, why should I? I know how to solve it. It's been solved in a dozen games right now. But, the solution will be 100% rejected by D&D players, so, there's no point. [/QUOTE]
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