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Community
General Tabletop Discussion
*Dungeons & Dragons
What would you say is the biggest problem with Wizards, Clerics, Druids, and other "Tier 1" Spellcasters?
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<blockquote data-quote="pemerton" data-source="post: 6073761" data-attributes="member: 42582"><p>For the same sorts of reasons as were mentioned upthread in relation to expensive components, I'm not a big fan of this approach to "balancing" casters.</p><p></p><p>It's fine in an old-style AD&D "stable of characters" game, where if my main magic-user suffers spellbook destruction I just pull out my cleric or my fighter while the MU spends the game time and gold required to rewrite a spellbook. But it sucks in a single-PC-as-the-locus-of-player-protagonism game.</p><p></p><p>There's nothing wrong with adversity, but in a game that focuses on the GM putting adversity in front of the PCs it should (in myview) be happening to all of them, not just the casters, and it shouldn't be done in a way that, in effect, precludes a player from engaging meaningfully with the gameworld via his/her chosen PC. </p><p></p><p>As I posted upthread, the issue with this is it doesn't speak to the players and the game context.</p><p></p><p>So the trail's gone cold. What happens now in the game? Does everyone pack up and go home? Does the campaign end and we roll up new PCs? In general, the GM is going to have to put <em>something</em> interesting in front of the PCs, and so the players will still have a game to play.</p><p></p><p>Of course there are ways of framing the ingame situation so that the players will care enough about the hostages that they will make less than fully mechancially optimal choices for their PCs in order to make it possible for their PCs to stage a rescue, but in this case the game has to be forgiving enough that it's not a suicide mission.</p><p></p><p>So timelines on their own are not enough (not to mention [MENTION=22779]Hussar[/MENTION]'s analysis in his post upthread). You also have to look at how the resource aspect of the game works, and how the game relates ingame events and the passage of time to the motivations of the <em>players</em> (<em>not</em> the PCs) as they sit around the table and make choices for their PCs.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6073761, member: 42582"] For the same sorts of reasons as were mentioned upthread in relation to expensive components, I'm not a big fan of this approach to "balancing" casters. It's fine in an old-style AD&D "stable of characters" game, where if my main magic-user suffers spellbook destruction I just pull out my cleric or my fighter while the MU spends the game time and gold required to rewrite a spellbook. But it sucks in a single-PC-as-the-locus-of-player-protagonism game. There's nothing wrong with adversity, but in a game that focuses on the GM putting adversity in front of the PCs it should (in myview) be happening to all of them, not just the casters, and it shouldn't be done in a way that, in effect, precludes a player from engaging meaningfully with the gameworld via his/her chosen PC. As I posted upthread, the issue with this is it doesn't speak to the players and the game context. So the trail's gone cold. What happens now in the game? Does everyone pack up and go home? Does the campaign end and we roll up new PCs? In general, the GM is going to have to put [I]something[/I] interesting in front of the PCs, and so the players will still have a game to play. Of course there are ways of framing the ingame situation so that the players will care enough about the hostages that they will make less than fully mechancially optimal choices for their PCs in order to make it possible for their PCs to stage a rescue, but in this case the game has to be forgiving enough that it's not a suicide mission. So timelines on their own are not enough (not to mention [MENTION=22779]Hussar[/MENTION]'s analysis in his post upthread). You also have to look at how the resource aspect of the game works, and how the game relates ingame events and the passage of time to the motivations of the [I]players[/I] ([I]not[/I] the PCs) as they sit around the table and make choices for their PCs. [/QUOTE]
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Community
General Tabletop Discussion
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What would you say is the biggest problem with Wizards, Clerics, Druids, and other "Tier 1" Spellcasters?
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