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What is balance to you, and why do you care (or don't)?
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<blockquote data-quote="GMforPowergamers" data-source="post: 8626159" data-attributes="member: 67338"><p>Okay... wizards went from over 9000 power to over 7000 power over the course of 40 years...</p><p></p><p>and if cantrips don't scale (or as I suggested just scale less) they still have the show stoppers and something to throw all day</p><p></p><p>and none of that deals with SoD and SoS or just rewriting reality... it is JUST damage...the one thing we all agree fighters should be good at. </p><p></p><p>in order to go back to no concentration and scaled spells you would need to remove cantrips entirely, drop HD to d3 and remove getting con bonus to HP above 2... then MAYBE </p><p></p><p>so the AND is if wizards get to keep up with damage why don't fighters get lesser teleports and lesser sleep effects... you know to keep up. oh wait the wizard strength is things fighters can't do at all... but the fighter strength needs to be something tthe wizard can do 3/4 as well</p><p></p><p>I wasn't removeing cantrips... I wasn't even saying remove ALL scaleing just less scale (1 die at 11th for damage only ones and a die type for the control effect ones, and I even added the caster stat at 5th and showed my math)</p><p></p><p>I mean then take those spells from the wizard...they have gold and languages too.</p><p></p><p>yes and no... I just don't play non casters because it wont be fun, and I see that most of my groups follow suit. We have to go out of ourway to play under optimized (read badly) or all agree not to have casters in the world to see non casters 9/10 of the time...</p><p></p><p>that is a start...again even if we go back to d4's I don't see concentration going away (although I will say it still needs work too).</p><p></p><p>why? look to 4e and everyone was able to balanc</p><p></p><p>did that (with a few low level adventures aside) and STILL caster supremacy raigns</p><p></p><p>beholders are worse against a hole martial team... they are basicly casters.</p><p>magic reistat is a joke... advantage on saves when most (not all) monsters have 2-4 bad saves</p><p></p><p>lol... make a dungeon for 4 level 3-5 adventurers, have a fighter, ranger, rogue, and monk run through it</p><p>then make a hexblade, druid, wizard, and bard and watch how much easier the dungeon is.</p><p></p><p>unlti you remember spells that don't need verbal, or silent spell, or combinations</p><p></p><p>yet you assume you know the solution for all groups... remember you just said</p><p></p><p></p><p></p><p>way to go... so roud you think you know better then everyone else.</p><p></p><p>what is monotype?</p><p></p><p>let me pull up my notes... I have an adventure set up from 2 weeks ago. </p><p></p><p>encounter 1 is 3 modified warforged with shoulder cannon 1/sr power and slam attacks and magic resist and immune to psychic damage.</p><p>encounter 2 is a warlock with 2 white bangle tigers 'familiars' that are with him (but he is most likely not going to be a fight) encounter 3 is 3 spheres of energy immune to all damaging spells but that only make opp attacks when something moves within 20ft of them (there is a path that is safe if they realize it, or they can create barriors (since the orbs can't move) or they can teleport. encounter 4 is a SUPER deadly one with a refluffed dragon multi levels above the party, in game it is an ice statue that fires out cones of cold and has 3 slam attacks (refluff claw/claw/bite) and it has 3 spell like abilities one of them is the dreaded counterspell (also shield and grease). encounter 5 is a gimmie encounter... it is 11 refluffed kobolds with 20hp each and cold and magic resist and immune to force in game they are smaller ice golems that are actually snow men that swarm. encounter 6 is another location not monster this one there is no combat work around they either need to have found a key earlier or have a way to defeat a magic lock. encounter 7 and 8 are both ones that are optional (a path they don't have to take) but 1 is 3 more warforged, and the other is a group of slimes (some homebrewed) that will be dropped on the party.</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 8626159, member: 67338"] Okay... wizards went from over 9000 power to over 7000 power over the course of 40 years... and if cantrips don't scale (or as I suggested just scale less) they still have the show stoppers and something to throw all day and none of that deals with SoD and SoS or just rewriting reality... it is JUST damage...the one thing we all agree fighters should be good at. in order to go back to no concentration and scaled spells you would need to remove cantrips entirely, drop HD to d3 and remove getting con bonus to HP above 2... then MAYBE so the AND is if wizards get to keep up with damage why don't fighters get lesser teleports and lesser sleep effects... you know to keep up. oh wait the wizard strength is things fighters can't do at all... but the fighter strength needs to be something tthe wizard can do 3/4 as well I wasn't removeing cantrips... I wasn't even saying remove ALL scaleing just less scale (1 die at 11th for damage only ones and a die type for the control effect ones, and I even added the caster stat at 5th and showed my math) I mean then take those spells from the wizard...they have gold and languages too. yes and no... I just don't play non casters because it wont be fun, and I see that most of my groups follow suit. We have to go out of ourway to play under optimized (read badly) or all agree not to have casters in the world to see non casters 9/10 of the time... that is a start...again even if we go back to d4's I don't see concentration going away (although I will say it still needs work too). why? look to 4e and everyone was able to balanc did that (with a few low level adventures aside) and STILL caster supremacy raigns beholders are worse against a hole martial team... they are basicly casters. magic reistat is a joke... advantage on saves when most (not all) monsters have 2-4 bad saves lol... make a dungeon for 4 level 3-5 adventurers, have a fighter, ranger, rogue, and monk run through it then make a hexblade, druid, wizard, and bard and watch how much easier the dungeon is. unlti you remember spells that don't need verbal, or silent spell, or combinations yet you assume you know the solution for all groups... remember you just said way to go... so roud you think you know better then everyone else. what is monotype? let me pull up my notes... I have an adventure set up from 2 weeks ago. encounter 1 is 3 modified warforged with shoulder cannon 1/sr power and slam attacks and magic resist and immune to psychic damage. encounter 2 is a warlock with 2 white bangle tigers 'familiars' that are with him (but he is most likely not going to be a fight) encounter 3 is 3 spheres of energy immune to all damaging spells but that only make opp attacks when something moves within 20ft of them (there is a path that is safe if they realize it, or they can create barriors (since the orbs can't move) or they can teleport. encounter 4 is a SUPER deadly one with a refluffed dragon multi levels above the party, in game it is an ice statue that fires out cones of cold and has 3 slam attacks (refluff claw/claw/bite) and it has 3 spell like abilities one of them is the dreaded counterspell (also shield and grease). encounter 5 is a gimmie encounter... it is 11 refluffed kobolds with 20hp each and cold and magic resist and immune to force in game they are smaller ice golems that are actually snow men that swarm. encounter 6 is another location not monster this one there is no combat work around they either need to have found a key earlier or have a way to defeat a magic lock. encounter 7 and 8 are both ones that are optional (a path they don't have to take) but 1 is 3 more warforged, and the other is a group of slimes (some homebrewed) that will be dropped on the party. [/QUOTE]
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