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Truly Understanding the Martials & Casters discussion (+)
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<blockquote data-quote="Willie the Duck" data-source="post: 8549263" data-attributes="member: 6799660"><p>Or conversely it's what high level D&D has been except for when a few spells and abilities dragged things off the rails. That's the point -- no two people have the same idea about what the game is supposed to look like, and the game -- be it 5e specifically with the martials and casters being so far apart or the game as a whole across editions -- has been completely scattershot about the issue, effectively ignoring any dissonance the rules (or just rules support, as in the case of anemic non-magical resolution mechanics rules or heck the whole keep and lordship and domain rules which was in theory the perk fighters got in the TSR era in comparison to magic user plane-hopping or wish-making) create.</p><p></p><p>I lay a lot of blame at Gary's feet, what with the combined <em>'what kind of chump needs rules for levels 11+? You're never going to get there.'</em> and <em>'what kind of chump needs to defeat gods for their power fantasy, now excuse me while I put out more books of artifacts, level 7-9 spells, and actual combat stats for said gods'</em> attitude. However, what I really blame is the issue D&D has had with trying to have it both ways as to whether it is a specific implied setting or a generic fantasy RPG engine (thus leaving the exact tone and epicness of the game an open question, and thus one where opinions naturally diverged).</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8549263, member: 6799660"] Or conversely it's what high level D&D has been except for when a few spells and abilities dragged things off the rails. That's the point -- no two people have the same idea about what the game is supposed to look like, and the game -- be it 5e specifically with the martials and casters being so far apart or the game as a whole across editions -- has been completely scattershot about the issue, effectively ignoring any dissonance the rules (or just rules support, as in the case of anemic non-magical resolution mechanics rules or heck the whole keep and lordship and domain rules which was in theory the perk fighters got in the TSR era in comparison to magic user plane-hopping or wish-making) create. I lay a lot of blame at Gary's feet, what with the combined [I]'what kind of chump needs rules for levels 11+? You're never going to get there.'[/I] and [I]'what kind of chump needs to defeat gods for their power fantasy, now excuse me while I put out more books of artifacts, level 7-9 spells, and actual combat stats for said gods'[/I] attitude. However, what I really blame is the issue D&D has had with trying to have it both ways as to whether it is a specific implied setting or a generic fantasy RPG engine (thus leaving the exact tone and epicness of the game an open question, and thus one where opinions naturally diverged). [/QUOTE]
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