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General Tabletop Discussion
*Pathfinder & Starfinder
What makes us care about combat balance in D&D?
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<blockquote data-quote="Jessica" data-source="post: 6660927" data-attributes="member: 6796107"><p>Also if I remember back in 2e(which means the rules might be a holdover from 1e) that Wizards had to find all of their spells after first level which meant that Wizards only ever had access to the spells that the DM specifically put into their campaign. On top of that there wasn't concentration checks. A Wizard would lose concentration for taking a single point of damage and couldn't cast on shaky ground or on horseback. The Wizard(in addition to other non-Warrior classes) couldn't get more than a +2 HP bonus from Con and couldn't roll exceptional strength and iirc Wizards couldn't cast spells at all if they wore any armor whatsoever and Warrior types were given some of the best saves in the game. Unlike Clerics, Wizards didn't get any bonus spells from having a high Int. Also Wizards were the only class iirc that didn't get followers of any kind because there was this assumption that no one liked or trusted Wizards. It looks rough to a lot of us, but there were very obviously attempts made to balance classes against each other in D&D. The people who designed 3rd edition for some reason decided to throw all attempt to balance the classes out the window by giving all the nice stuff Fighters got to everyone(now even full casters could get multiple attacks and everyone could get followers with a feat) and throwing away all the attempts to balance Wizards by letting them pick spells each level, not completely fail if they wore armor, gave them a chance to concentrate on spells when they cast, let them fully benefit from constitution, and made magic item creation waaaaay easier to do for a Wizard. 3.X was the outlier in terms of unrestricted super powered casters, because as alien as a lot of old school D&D was to me(I started in 2nd edition and my concept of D&D was a generic fantasy game with like heroes and stuff and not as a dungeon burglar simulator) I can clearly see that Gary Gygax knew a hell of a lot more about balance than the people who did 3.X could. Did the people who made 3.X actually ever seriously sit down and think on the old rules for more than 2 seconds instead of just being like "that rules a bummer, let's get rid of it".</p></blockquote><p></p>
[QUOTE="Jessica, post: 6660927, member: 6796107"] Also if I remember back in 2e(which means the rules might be a holdover from 1e) that Wizards had to find all of their spells after first level which meant that Wizards only ever had access to the spells that the DM specifically put into their campaign. On top of that there wasn't concentration checks. A Wizard would lose concentration for taking a single point of damage and couldn't cast on shaky ground or on horseback. The Wizard(in addition to other non-Warrior classes) couldn't get more than a +2 HP bonus from Con and couldn't roll exceptional strength and iirc Wizards couldn't cast spells at all if they wore any armor whatsoever and Warrior types were given some of the best saves in the game. Unlike Clerics, Wizards didn't get any bonus spells from having a high Int. Also Wizards were the only class iirc that didn't get followers of any kind because there was this assumption that no one liked or trusted Wizards. It looks rough to a lot of us, but there were very obviously attempts made to balance classes against each other in D&D. The people who designed 3rd edition for some reason decided to throw all attempt to balance the classes out the window by giving all the nice stuff Fighters got to everyone(now even full casters could get multiple attacks and everyone could get followers with a feat) and throwing away all the attempts to balance Wizards by letting them pick spells each level, not completely fail if they wore armor, gave them a chance to concentrate on spells when they cast, let them fully benefit from constitution, and made magic item creation waaaaay easier to do for a Wizard. 3.X was the outlier in terms of unrestricted super powered casters, because as alien as a lot of old school D&D was to me(I started in 2nd edition and my concept of D&D was a generic fantasy game with like heroes and stuff and not as a dungeon burglar simulator) I can clearly see that Gary Gygax knew a hell of a lot more about balance than the people who did 3.X could. Did the people who made 3.X actually ever seriously sit down and think on the old rules for more than 2 seconds instead of just being like "that rules a bummer, let's get rid of it". [/QUOTE]
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What makes us care about combat balance in D&D?
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