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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="N'raac" data-source="post: 6077174" data-attributes="member: 6681948"><p>Well, I think we can agree that you are probably horribly mangling this. To start, you indicate you see five possible solutions bandied about, then list four. Speaking for myself:</p><p> </p><p></p><ul> <li data-xf-list-type="ul">I take no issue with crafting, except that the crafter should consider himself part of a team. Simply crafting for himself is not as productive as crafting for the team as a whole, which outfits the team as a whole in superior fashion. Available wealth will limit magic items available regardless of unlimited crafting.</li> <li data-xf-list-type="ul">Adventure pacing should be a significant consideration in encounter crafting. If the PC’s will be able to face a single encounter in a day, that encounter should be considerably tougher than if they will face half a dozen encounters in the day.</li> <li data-xf-list-type="ul">Adventures should feature considerable variety. In some cases, that variety will limit the availability of PC abilities. The “your bear won’t swim” line leads me to suggest your wizard has issues with his scrolls – how useful are they if they get drenched?</li> <li data-xf-list-type="ul">I see no reason to restrict the economy to some classes over others. But then, I have not found the same problems you have.</li> </ul><p></p><p>Jacob Marley nails it – adventures should be designed for the characters, just like the adventures in fiction highlight the strengths and weaknesses of the heroes. One can certainly assume the heroes do all sorts of other things, but we don’t focus on 15 MAD adventures as they are unexciting cakewalks – the game focuses on, and the characters earn xp for, the adventures that actually challenge them.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6077174, member: 6681948"] Well, I think we can agree that you are probably horribly mangling this. To start, you indicate you see five possible solutions bandied about, then list four. Speaking for myself: [LIST] [*]I take no issue with crafting, except that the crafter should consider himself part of a team. Simply crafting for himself is not as productive as crafting for the team as a whole, which outfits the team as a whole in superior fashion. Available wealth will limit magic items available regardless of unlimited crafting. [*]Adventure pacing should be a significant consideration in encounter crafting. If the PC’s will be able to face a single encounter in a day, that encounter should be considerably tougher than if they will face half a dozen encounters in the day. [*]Adventures should feature considerable variety. In some cases, that variety will limit the availability of PC abilities. The “your bear won’t swim” line leads me to suggest your wizard has issues with his scrolls – how useful are they if they get drenched? [*]I see no reason to restrict the economy to some classes over others. But then, I have not found the same problems you have. [/LIST] Jacob Marley nails it – adventures should be designed for the characters, just like the adventures in fiction highlight the strengths and weaknesses of the heroes. One can certainly assume the heroes do all sorts of other things, but we don’t focus on 15 MAD adventures as they are unexciting cakewalks – the game focuses on, and the characters earn xp for, the adventures that actually challenge them. [/QUOTE]
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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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