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[+] Ways to fix the caster / non-caster gap
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<blockquote data-quote="overgeeked" data-source="post: 9137574" data-attributes="member: 86653"><p>Thanks for the responses so far. Rather than quote everyone or make a dozen replies, here's one with a few broad responses. </p><p></p><p><strong>Mundane equivalents.</strong> While that is a good idea in general, it doesn't solve the problem. Taking 1 action and burning a spell slot to achieve what would otherwise take 100s of gold or weeks to months to accomplish can't really be balanced against each other. Besides, there's nothing stopping the wizard from spending 100s of gold or weeks to months to accomplish those same things. So focusing on that isn't a buff to martials in any real sense.</p><p></p><p><strong>Expanded martials.</strong> While I really love the idea, there's only so far you can go before you get into explicitly magical territory and, unfortunately, there are a lot of people who are resistant to the idea of magical martials. I don't agree, but I get it. So taking the martial as far as possible while keeping them non-magical is something I'd like to see done. Trouble is, at best you could only get within striking distance of the wizard this way, not actually reach parity.</p><p></p><p>Take three spells as an example. Fly. Even expanding the fighter to near-magical proportions, the closest you could get to fly would be something like the monk's wall running. As long as you end your turn on a flat surface or somewhere you can hold on, you can run along surfaces. But that still falls short. </p><p></p><p>Fireball and Lightning Bolt. Basically the same spell with swapped damage type and AoE templates. For the fighter, this could easily be something like a swift attack down a line of movement (lightning bolt) or among a cluster of enemies (fireball). But this quickly runs into the "disassociated mechanics" problem. If this is something the fighter could do, why can't they just keep doing it? Limiting things with some kind of resource spend will always elicit a "that's just magic with a different word" style response. </p><p></p><p>This problem gets worse the higher level you get. There's just no way to balance <em>wish</em> against anything a fighter could do.</p><p></p><p>The more resistant wizard players are to nerfs the more of a problem this becomes. If the casters can't be reigned in, even a little, then the non-casters have to be buffed <em>a lot</em>. </p><p></p><p>To me, this is the core of the problem. This is where the modern version of LFQW comes from. The fighter just gets better at fighting. The wizard gets better at fighting...and accumulates an incredibly vast amount of utility via spells. To the point that some other classes are made redundant.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9137574, member: 86653"] Thanks for the responses so far. Rather than quote everyone or make a dozen replies, here's one with a few broad responses. [B]Mundane equivalents.[/B] While that is a good idea in general, it doesn't solve the problem. Taking 1 action and burning a spell slot to achieve what would otherwise take 100s of gold or weeks to months to accomplish can't really be balanced against each other. Besides, there's nothing stopping the wizard from spending 100s of gold or weeks to months to accomplish those same things. So focusing on that isn't a buff to martials in any real sense. [B]Expanded martials.[/B] While I really love the idea, there's only so far you can go before you get into explicitly magical territory and, unfortunately, there are a lot of people who are resistant to the idea of magical martials. I don't agree, but I get it. So taking the martial as far as possible while keeping them non-magical is something I'd like to see done. Trouble is, at best you could only get within striking distance of the wizard this way, not actually reach parity. Take three spells as an example. Fly. Even expanding the fighter to near-magical proportions, the closest you could get to fly would be something like the monk's wall running. As long as you end your turn on a flat surface or somewhere you can hold on, you can run along surfaces. But that still falls short. Fireball and Lightning Bolt. Basically the same spell with swapped damage type and AoE templates. For the fighter, this could easily be something like a swift attack down a line of movement (lightning bolt) or among a cluster of enemies (fireball). But this quickly runs into the "disassociated mechanics" problem. If this is something the fighter could do, why can't they just keep doing it? Limiting things with some kind of resource spend will always elicit a "that's just magic with a different word" style response. This problem gets worse the higher level you get. There's just no way to balance [I]wish[/I] against anything a fighter could do. The more resistant wizard players are to nerfs the more of a problem this becomes. If the casters can't be reigned in, even a little, then the non-casters have to be buffed [I]a lot[/I]. To me, this is the core of the problem. This is where the modern version of LFQW comes from. The fighter just gets better at fighting. The wizard gets better at fighting...and accumulates an incredibly vast amount of utility via spells. To the point that some other classes are made redundant. [/QUOTE]
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[+] Ways to fix the caster / non-caster gap
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