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General Tabletop Discussion
*TTRPGs General
The Problem of Balance (and how to get rid of it)
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<blockquote data-quote="Remathilis" data-source="post: 4657097" data-attributes="member: 7635"><p>No. "Combat" and "magic" use the same mechanical resolution system. Fighters cannot shoot beams of magical force up to 50 feet away, deal extra damage to undead (and prevent their regen), strike large amounts of foes at range, or heal allies with a minor action (or trigger saving throws off turn, etc). And that's not even getting into flight, teleporting, invisibility, etc.</p><p></p><p>The big difference though is before, you could shut down a particular class with a specific type of monster/challenge. Wizards were useless against drow, demons, golems, and any other creature with high SR. (Alternately, high energy resistance or energy immunity was good as slowing down a mage). Similarly, fighters got shut down with odd combination of DR (magic + bludegon, good + piercing, Silver + lawful, etc). Rogue's got hosed by high DR AND crit-immune foes. Clerics suffered from high SR and DR. </p><p></p><p>Those are gone now, its harder to shut down a PC using "gotcha" immunities like SR or DR. And if you think its limited to combat recall this: in 3.X, you needed a rogue (or later classes like artificer or beguiler) to find and remove traps. If your rogue died, you needed a new ROGUE or to start wasting spells and resources on trapfinding. In 4e, there is no "trapfinding" mechanic, a ranger with training, or even a fighter untrained can attempt to pick locks or find traps. Rogues are still better, of course, but not a necessity.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4657097, member: 7635"] No. "Combat" and "magic" use the same mechanical resolution system. Fighters cannot shoot beams of magical force up to 50 feet away, deal extra damage to undead (and prevent their regen), strike large amounts of foes at range, or heal allies with a minor action (or trigger saving throws off turn, etc). And that's not even getting into flight, teleporting, invisibility, etc. The big difference though is before, you could shut down a particular class with a specific type of monster/challenge. Wizards were useless against drow, demons, golems, and any other creature with high SR. (Alternately, high energy resistance or energy immunity was good as slowing down a mage). Similarly, fighters got shut down with odd combination of DR (magic + bludegon, good + piercing, Silver + lawful, etc). Rogue's got hosed by high DR AND crit-immune foes. Clerics suffered from high SR and DR. Those are gone now, its harder to shut down a PC using "gotcha" immunities like SR or DR. And if you think its limited to combat recall this: in 3.X, you needed a rogue (or later classes like artificer or beguiler) to find and remove traps. If your rogue died, you needed a new ROGUE or to start wasting spells and resources on trapfinding. In 4e, there is no "trapfinding" mechanic, a ranger with training, or even a fighter untrained can attempt to pick locks or find traps. Rogues are still better, of course, but not a necessity. [/QUOTE]
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