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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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<blockquote data-quote="pemerton" data-source="post: 6075068" data-attributes="member: 42582"><p>My concern with this (pre-4e) is that it tends to make the spell-casters dominant, as they get to nova every time while the martial PCs have no corresponding nova capacity.</p><p></p><p>I did run a Rolemaster campaign once in the way you describe, but only after making some rules tweaks to strengthen martial builds and weaken spell-using builds such that a caster <em>had</em> to nova to be comparable in effectiveness (especially combat effectiveness) to a fighter.</p><p></p><p>My main concern with this is that it makes it more likely that the wizard, rather than the rogue, will get the glory of busting through the crucial door. Whereas that's generally the shctick that the rogue player is angling for. </p><p></p><p></p><p>100% what Obryn said.</p><p></p><p>Are you saying that Chromatic Orb is broken, just because you can get SoD from 1st level spell slot?</p><p></p><p>100% this too. I don't mind if there are problems on the margins, with synergies or vulnerabilities that the designers didn't notice and that are rarely going to come up in play. For those sorts of problems (Rolemaster has a few of them) the group can just agree to turn a blind eye and never go there.</p><p></p><p>But the core of the game should allow both GM and players to go all-out. If it doesn't - if play becomes some sort of insipid second-guessing so things don't break - then what's the point? There are plenty of other games out there, after all, not all of which collapse under pressure.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6075068, member: 42582"] My concern with this (pre-4e) is that it tends to make the spell-casters dominant, as they get to nova every time while the martial PCs have no corresponding nova capacity. I did run a Rolemaster campaign once in the way you describe, but only after making some rules tweaks to strengthen martial builds and weaken spell-using builds such that a caster [I]had[/I] to nova to be comparable in effectiveness (especially combat effectiveness) to a fighter. My main concern with this is that it makes it more likely that the wizard, rather than the rogue, will get the glory of busting through the crucial door. Whereas that's generally the shctick that the rogue player is angling for. 100% what Obryn said. Are you saying that Chromatic Orb is broken, just because you can get SoD from 1st level spell slot? 100% this too. I don't mind if there are problems on the margins, with synergies or vulnerabilities that the designers didn't notice and that are rarely going to come up in play. For those sorts of problems (Rolemaster has a few of them) the group can just agree to turn a blind eye and never go there. But the core of the game should allow both GM and players to go all-out. If it doesn't - if play becomes some sort of insipid second-guessing so things don't break - then what's the point? There are plenty of other games out there, after all, not all of which collapse under pressure. [/QUOTE]
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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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