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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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<blockquote data-quote="Hussar" data-source="post: 6077117" data-attributes="member: 22779"><p>In a thread this long, it's sometimes a good idea to recap. Now, I'm probably horribly mangling this, but, this is how I see the advice:</p><p></p><p>For those advocating a (mostly) in game solution to the problem, there seems to be about five possible solutions being put forth:</p><p></p><ul> <li data-xf-list-type="ul">Campaign pacing should be kept extremely high, to prevent or at least seriously curtail, crafting.</li> <li data-xf-list-type="ul">Adventure pacing should also be kept very high, with things like wandering monsters and reactive adventures, making the 15 MAD issue too difficult to be a viable option. </li> <li data-xf-list-type="ul">Adventure locations should be created in such a way to restrict character abilities - the whole "your bear won't swim" line of discussion. </li> <li data-xf-list-type="ul">The magic economy advice in the DMG should be ejected so that casters may not purchase magic items. Note, non-casters should not be restricted here. The fighter can find an 8th level caster capable of enhancing his +1 sword to +2, but the caster should never be able to spend 100 gp to buy 4 1st level scrolls.</li> </ul><p></p><p>Is that about the long and the short of it? I think that's hit the high points.</p><p></p><p>I have a question then. How do you rationalize the above list of solutions with the idea that 3e D&D is so friendly to different playstyles? After all, if I adopt any one, let alone many, of these solutions, they all carry a LOT of campaign baggage. Very limited adventure design palate and many implications for the relationship between DM and players.</p><p></p><p>Is the solution to the Tier 1 caster problem, "Adopt a very specific playstyle and do not deviate from that"?</p></blockquote><p></p>
[QUOTE="Hussar, post: 6077117, member: 22779"] In a thread this long, it's sometimes a good idea to recap. Now, I'm probably horribly mangling this, but, this is how I see the advice: For those advocating a (mostly) in game solution to the problem, there seems to be about five possible solutions being put forth: [list][*]Campaign pacing should be kept extremely high, to prevent or at least seriously curtail, crafting. [*]Adventure pacing should also be kept very high, with things like wandering monsters and reactive adventures, making the 15 MAD issue too difficult to be a viable option. [*]Adventure locations should be created in such a way to restrict character abilities - the whole "your bear won't swim" line of discussion. [*]The magic economy advice in the DMG should be ejected so that casters may not purchase magic items. Note, non-casters should not be restricted here. The fighter can find an 8th level caster capable of enhancing his +1 sword to +2, but the caster should never be able to spend 100 gp to buy 4 1st level scrolls.[/list] Is that about the long and the short of it? I think that's hit the high points. I have a question then. How do you rationalize the above list of solutions with the idea that 3e D&D is so friendly to different playstyles? After all, if I adopt any one, let alone many, of these solutions, they all carry a LOT of campaign baggage. Very limited adventure design palate and many implications for the relationship between DM and players. Is the solution to the Tier 1 caster problem, "Adopt a very specific playstyle and do not deviate from that"? [/QUOTE]
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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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