Manbearcat
Legend
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I am not sure what you mean or how to do that. I suck at computers.
Pemerton said:Well, I did mention the tasty hobbits and gnomes rather than humans. Mmm, bite size! Still, I think the real issue is something else:
I think @Hussar 's point is that exactly the same reasoning should explain the bear companion's willingness to stick and keep its head underwater.
Is the Heal skill not an adequate fallback?
Also, what about the case where the party don't have an appropriate scroll available?
Delericho said:Funnily enough, in my current campaign the Rogue has a magic item infused with the knock spell which he uses to bypass his own skills. And very useful it was too, when I recently put in a riddle-locked door and forgot to put in a solution to the riddle. (Oops! Not my best moment.)
Actually, there's a much better solution to the "locked door and no Rogue" problem - for every door in the place include at least one key!
As for the wider issue with knock, generally speaking I agree. However, as has frequently been said, just because you can house rule an issue away doesn't mean it isn't bad design. Or, in this case, just because table convention can remove an issue doesn't mean it isn't bad design.
The problem is that too often the Wizard gets to move his mountains and then, when the fight against the "big bad ugly things" comes up (to give the Fighters their chance to shine), the Wizard pulls out some save-or-suck spell and renders that challenge meaningless as well.
I don't really want to weigh in on the "bears underwater" argument, but I do agree with the above. Provided it's done occasionally this is fine. What isn't fine is where the DM is constantly looking for ways to negate the abilities of the PCs (or, even worse, one PC in particular).
Funnily enough, in my current campaign the Rogue has a magic item infused with the knock spell which he uses to bypass his own skills. And very useful it was too, when I recently put in a riddle-locked door and forgot to put in a solution to the riddle. (Oops! Not my best moment.)
Actually, there's a much better solution to the "locked door and no Rogue" problem - for every door in the place include at least one key!
As for the wider issue with knock, generally speaking I agree. However, as has frequently been said, just because you can house rule an issue away doesn't mean it isn't bad design. Or, in this case, just because table convention can remove an issue doesn't mean it isn't bad design.
The problem is that too often the Wizard gets to move his mountains and then, when the fight against the "big bad ugly things" comes up (to give the Fighters their chance to shine), the Wizard pulls out some save-or-suck spell and renders that challenge meaningless as well.
Pemerton said:The number of 19th level MUs in play in AD&D games back in the day? Approximately zero. So those 19d6 fireballs generally didn't come into play.
(There may have been more than a negligible number used by GMs as NPC antagonists, but that raises issues of encounter design, not class balance.)
Grogg of the North said:I have a question I'd like to put the posters here.
I've notice that the fact divine spell casters have access to the entire spell list is one of the chief complaints.
I was wondering, if the cleric/druid/whomever asked for a certain spell, have you ever had the deity step in and say "I can grant you that but I want X in return".
I've seen it done where it lead to some awesome role-playing and I've seen it result in a half hour bicker-fest between the player and gm.
I'm just curious if anyone else has had experience with that.
Which in 3.5 means that you have to be about second level - and not count cantrips.
I don't think I could better underline one of the core problems of the wizard. "A wizard who memorizes this spell gives up other better useful spells". But the rogue, naturally, can't do any of the better useful things a wizard can so he pitches in by picking locks and allowing the wizard fun toys. 4e Knock wins here - it takes a minute to cast when the rogue can have the lock open in seconds.
The point is the rogue should be better at picking locks than the wizard. That you have to impose metagame limits on very basic roleplaying just points to a problem with the system. { [_quote]
No rogue in the party has never stopped me either. If necessary the PCs can use a crow bar or even a battering ram. Picking locks merely allows stealth and speed. An unpickable lock can still be forced. So the entire argument vanishes in a puff of smoke..
If you don't want to be special and powerful don't play a fighter." Right.
As for "An epic level fighter can mow down most armies", Giant in the Playground had a series of duels. Level 13 wizard vs Level 20 fighter. The wizard was seriously nerfed - no teleporting away, no prebuffing, no scrying. And the fighter did win one - but that had nothing to do with being a fighter rather than being a glorified commoner with three quarters of a million GP worth of equipment. The level 20 fighter wasn't a match for the level 13 wizard, despite the wealth.
And for an army? 1 arrow in 20 from the commoners is going to hit. Doing about d8 damage. 400 archers with light crossbows? That level 20 fighter is going down like Jacques Cousteau.
The squishiest team member can protect himself. A high level wizard is a hell of a lot harder to kill than a high level fighter (who just gets punked by something against his will save). The fighter's schtick is waving a pointy bit of metal around. This can be fun. A big part of the wizard's schtick is making pointy bits of metal irrelevant. This too can be fun. Unfortunately, put the two together and there are problems.
To put things another way, in the 1970s Pong looked like a fun computer game. As computer games go, a high level fighter is still playing pong - the wizard, meanwhile, is carrying a smartphone loaded with games. Including pong (Tenser's Transformation) if the wizard can be bothered.
I don't think I could better underline one of the core problems of the wizard. "A wizard who memorizes this spell gives up other better useful spells". But the rogue, naturally, can't do any of the better useful things a wizard can so he pitches in by picking locks and allowing the wizard fun toys. 4e Knock wins here - it takes a minute to cast when the rogue can have the lock open in seconds.
The point is the rogue should be better at picking locks than the wizard. That you have to impose metagame limits on very basic roleplaying just points to a problem with the system. {
The rogue is better at picking locks because he can do it all the time that is what makes him better at it. And the reason there is a chance of failure is because it is not such a limited resource. A wizard can't pick the lock if they don't have the spell memorized or on a scroll. If they do use it they can't do it all day long and if they use most of their slots for knock when it comes time for combat then they can hide in the corner and fire their crossbow take the minuses for firing into melee. It is not a metagame thing at all it is playing your wizard smart and no wizard is going to use their limited spell resources to do something that another character can do more often.
No rogue in the party has never stopped me either. If necessary the PCs can use a crow bar or even a battering ram. Picking locks merely allows stealth and speed. An unpickable lock can still be forced. So the entire argument vanishes in a puff of smoke..
"If you don't want to be special and powerful don't play a fighter." Right.
As for "An epic level fighter can mow down most armies", Giant in the Playground had a series of duels. Level 13 wizard vs Level 20 fighter. The wizard was seriously nerfed - no teleporting away, no prebuffing, no scrying. And the fighter did win one - but that had nothing to do with being a fighter rather than being a glorified commoner with three quarters of a million GP worth of equipment. The level 20 fighter wasn't a match for the level 13 wizard, despite the wealth.
At the end of the day, I just loathe the idea of trying to use in-game elements to try to fix mechanical issues. It will work in the short term, but, it is a band-aid solution. It never actually resolves the issue in the first place.
Look at the bear example. Fair enough. We'll say that the DM disallows the bear in this adventure and the player is groovy. Ok. What about the next adventure? Or the one after that? And the one after that? You've managed to rein in the druid this time, but, unless you do it every time, you're right back to square one.
And if you do it every time, the player is likely going to get pretty annoyed. And rightfully so.
Same goes with the special ops dungeon dwellers who know exactly what a rope trick is and have all the proper counters for it. Yup, it works in THIS dungeon. But is every dungeon the same? Every single adventure will have NPC's with detailed SOP's to counter a rope trick? It's not believable. ((Also, while it does say it's hazardous to have an extradimensional space within another one, it never exactly tells you what that means. It's going to explode? It's going to give me cancer? What?))
Same goes with the pacing arguments. It makes too many assumptions about the campaign. "You won't have time to craft because things are happening." Well, that depends. I mean, I ran the Savage Tide Adventure Path from Paizo a few years ago. In one adventure, you spend over six months on ship. In another, you will spend at least three months getting to the adventure location. Tons and tons of free time. Our current Dark Sun campaign is about 9th level right now and we've been on the go for over two years in game time. So, no, high speed pacing is too campaign specific.
Again, if you resolve these issues before play starts, then you don't have to mess about afterward.
I disagree. Every single one of the examples I listed are primarily about reining in imbalances. Why do we have high paced campaigns? To stop the 5 minute adventuring day. Otherwise, it wouldn't matter. If 15 MAD didn't exist as a tactic, then whether the party goes fast or slow would be entirely up the party and the game would not break either way.
But, because the 15 MAD group is far, far more powerful than the hurry up group, the game breaks down if you allow 15 MAD.
The only reason that the druid's animal companion is an issue is because druids are so powerful. One of, if not the, most powerful classes in 3e. There's a reason we NEVER see anything about the wizard's familiar. Who cares about the familiar? It's not going to break the game. We never see DM's being advised to force the wizard to leave his familiar at home after all. That's because familiars, while a nifty cool thing to have, rarely are going to make a huge difference in game balance.
The druid's companion, OTOH, makes the druid a better front line combatant than the fighter and that's a problem. So, instead of manipulating the in-game environment to strip away the class ability, why not bring the class ability in line with other classes?
Put it another way. If you fix all these imbalance issues, then it doesn't matter what the DM chooses. The game will still work. The mechanics are no longer forcing you to choose specific scenarios to nerf classes. This has been a problem since day one. Looking at those old AD&D high level modules and you see pages of nerfs for casters yet virtually nothing for non-casters and there's a reason for that. The classes were borked even back then.
If the classes are on par with each other at any given level, then you no longer have to nerf classes in order to run an adventure.
Who said "absolutely zero"? I said "approximately zero". Yes, some people played 19th level PCs in AD&D. Very very few, though.Really absolutely zero
Who said "absolutely zero"? I said "approximately zero". Yes, some people played 19th level PCs in AD&D. Very very few, though.
In Mordenkainen's Fantastic Adventure, the PCs are around 12th, and that's touted as a challenging high level adventure. In the World of Greyhawk boxed set the highest level NPC is (from memory) the lord of the Hold of Stonefist, at (again from memory) 18th. Many rulers are around 10th to 12th.I misread it. Though do you actually have facts to back this up
<snip>
In most of Gygax home games they got that high as well.
(Thanks (Psi) - very useful )
It is not the same at all as I said people train bears without magic.
As a DM I don't want to stop my players from having fun but that does not mean that you can't give them challenges.
Maybe I have been lucky but I have never seen scrolls abused either as a DM or a player that way many people here have. But like I said if it is an issue then I would rather see a limit but on how many scrolls you can use in a day put a cap of say 2 and that solves a lot of the issues.
The reason I support wizards having the chance to know a lot of spells is because of the nature of the class they study magic unlike a sorcerer who just has the magic come to them. Since they study why shouldn't they have the ability to add spells to their spellbook. As I have said if you are worried about power levels control it by restricting how many they cast in a day.
And if this happens a lot I lay the blame at the DMs feet for not planning better encounters that allow all the PCs a chance to participate. As a DM you know what your players can do you have far more knowledge when it comes to preparing the bad guys and the encounter.
I agree that a DM should not be looking for ways to negate abilities all the time. But there is nothing wrong with taking players out of their comfort zones either now and again. I played in a campaign where there were these traveling mage storms that made magic act wonky. We got hit with one just as a kraken attacked the ship we were on. We found that our magic would work but we were taking blow back damage from the spell basically we took half the damage we dealt. We had a choice take damage or attack using mundane methods.
Really absolutely zero I guess then my 21 level wizard back in 2E didn't exist and was a figment of my imagination.
Okay I will bite one of those six spells is going to be a protection spell like mage armor the rest will either be offensive spells or utility spells. So you now can throw five spells in a combat situation as for cantrips it is going to depend on how many combat ones you have to throw. Now if not all of those spells are magic missile then most have saving throws so you may or may not take out the bad guy. Now the fighter on the other hand can use main ability which is bashing things all day long and through the night if the DM makes it where they can't rest.
Eventually the wizard will be out of spells and use a crossbow. I have really never played in a gmae where you only have one small encounter a day hat often usually at lower levels the mages run out of combat spells before the days end.
I don't even really know what to say about this except you underestimate what else a rogue gets to do lets see they also disable traps, sneak attack, get evasion and improved evasion eventually can't be caught flat footed which is a very big thing considering that you are flat footed until it is your time to go at the start of a combat.
They also get a lot of skill points
If a player is going to be whiny because he as a chance of failure on one his abilities that he can do all day long and thinks it is unfair that a wizard has to spend a limited resource just to mimic his skill and they don't fail then I would not want them at the table. My issue with the ritual in 4E is not that it takes extra time I have no problem with that but that it cost the wizard gold and I believe healing surges. That I don't like at all.
That is ridiculous logic the rogue can pick locks all day long
and disable traps on them and then still take an active roll in combat using is other ability of sneak attack he can also stand s the best chance of taking the least amount of damage from area spells.
So your party carries around crowbars mine rarely do but then my DMs enforce weight limits.
And lets make a hell of a lot of racket breaking down the door
so that the evil guys know we are coming unless of course we use silence and what happens when we run out of that spells because there are more locked doors than silence spells.
What if we don't have a battering ram or we need to do it quickly before the city guard comes.
Oh and what about those doors that have a magical lock on them I guess we just give up and go home.
Oh please that is so much BS. I have played plenty of fighters and I felt pretty powerful swinging my way through the enemy and mowing them down. I also felt powerful when I can keep doing what I do best when the mages have run out of effective spells or have run out of spell all together.
So freaking what big deal in a duel which is a planned fight a wizard mainly won against a higher level fighter.
How does this prove anything other than wizards are better in duels. Now in actually games I have seen plenty of wizards die at the hands of lower level fighters and high level fighters. It depends on how many and what kind of spells the wizard has left and if they have already taken damage from another caster or been sneak attacked by a rogue or been at the mercy of a monk who specializes in killing wizards. You can do duels all day long and they won't mimic what happens in a actual game.
So you are claiming that in over 30 years of play we were not having fun and the players who still play 3.5 by the thousands are just to dumb to realize that you can't mix mundane fighters and wizards in the same game and expect their players to have an equally good time.
Just read what I said above about rogues and all the other things they get to do and it is not about things being more or less important. A rogue who uses his ability to pick locks will still be able to effectively do his job in combat which is to flank and sneak attack. A wizard on the other hand who uses up all their spells on knock
As for rope trick it should work sometimes and sometimes it should not also the 15 workday only happens if other players and the DM allow it. What I find interesting is the argument that wizards have to much magic and are to powerful yet there is an issue about them burning their resources to fast. Which would easily be fixed by allowing them more resources to get their spells back sooner. It seems schizophrenic to me
I have never played with a group that has this kind of logic we keep going on the only thing that will stop us is lack of healing and injured party members.