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What is the essence of D&D
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<blockquote data-quote="Tony Vargas" data-source="post: 7807391" data-attributes="member: 996"><p>It didn't let them both establish strongholds at about the same time?</p><p></p><p>I'm not sure that assumption holds - class designs were not that carefully thought-out (heck, they still aren't), the guy that was tossing out semi-pointless RP restrictions on the Paladin to 'balance' it with the strictly-inferior Fighter may have thought 10 was a serious limit, sure, but those classes were just dreamed up by different folks at different times, before the DMG and it's nominally-balancing treasure tables.</p><p></p><p>But, if it does hold it makes sense. Magic items were very high-impact, the fighter with dozens of items (never know when this +1 Fauchard-Fork might come in handy, and there's plenty of room in the Portable Hole) might very well be competitive with the Paladin with the top 10 best items he chose to retain. Ok, might possibly be competitive. </p><p></p><p>I mean, General Tagge said "... it is possible — however unlikely —" and it turned out that possible happened.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p> IIRC, that didn't actually go away in 3e.</p><p></p><p>4e had a level of magic item churn that (along with the lesser importance of items) would have tolerated that, now that I think of it - it also had a briefly-stated philosophy that, if you go and take the party's items away, they should get replaced (which, I'm sure, while accomplishing the same thing, is utterly appalling).</p><p></p><p>Sometimes predict & control is the unquestionable apotheosis of fun - CaW, for instance, with carefully choosing & planning your battles to be in your favor - othertimes, it's the very antithesis of fun.</p><p></p><p> Plus, when healing is primarily through spells, you finally run out of hps with there's no healing spells left - more an issue in the TSR era, than the WotC (WoCLW/Surges/HD).</p><p>Then there are privileged-rest spells & items, from Rope Trick to Leo's Hut to Mord's Mansion (not to mention Daern's Fortress).</p><p></p><p>So, in essence, pacing, the most significant balance mechanism nominally limiting casters (and, by extension, the whole party in terms of encounter balance), is under the de-facto control of casters.</p><p></p><p>Primacy of Magic, again.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7807391, member: 996"] It didn't let them both establish strongholds at about the same time? I'm not sure that assumption holds - class designs were not that carefully thought-out (heck, they still aren't), the guy that was tossing out semi-pointless RP restrictions on the Paladin to 'balance' it with the strictly-inferior Fighter may have thought 10 was a serious limit, sure, but those classes were just dreamed up by different folks at different times, before the DMG and it's nominally-balancing treasure tables. But, if it does hold it makes sense. Magic items were very high-impact, the fighter with dozens of items (never know when this +1 Fauchard-Fork might come in handy, and there's plenty of room in the Portable Hole) might very well be competitive with the Paladin with the top 10 best items he chose to retain. Ok, might possibly be competitive. I mean, General Tagge said "... it is possible — however unlikely —" and it turned out that possible happened. ;) IIRC, that didn't actually go away in 3e. 4e had a level of magic item churn that (along with the lesser importance of items) would have tolerated that, now that I think of it - it also had a briefly-stated philosophy that, if you go and take the party's items away, they should get replaced (which, I'm sure, while accomplishing the same thing, is utterly appalling). Sometimes predict & control is the unquestionable apotheosis of fun - CaW, for instance, with carefully choosing & planning your battles to be in your favor - othertimes, it's the very antithesis of fun. Plus, when healing is primarily through spells, you finally run out of hps with there's no healing spells left - more an issue in the TSR era, than the WotC (WoCLW/Surges/HD). Then there are privileged-rest spells & items, from Rope Trick to Leo's Hut to Mord's Mansion (not to mention Daern's Fortress). So, in essence, pacing, the most significant balance mechanism nominally limiting casters (and, by extension, the whole party in terms of encounter balance), is under the de-facto control of casters. Primacy of Magic, again. [/QUOTE]
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