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Why are wizards always getting nerfed?
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<blockquote data-quote="dcollins" data-source="post: 1107280" data-attributes="member: 876"><p>RPG game design theory has changed radically.</p><p></p><p>When D&D was first created, it was acceptable to have high-level wizards be a fearsome figure that could outstrip other professions. It was acceptable for magic-users to be weaker at low level and more powerful at high level. Part of the motivation was for RPGs to be kind of a thematic-simulation, and match up with the kinds of things seen in fantasy literature (wizards as feared super-villains, etc.)</p><p></p><p>For example, if you go back in early Dragon magazines, for years the axis of debate in game design was over "playability vs. realism". The understanding was that games were made as simulations up until the complexity of the rules made them unplayable, at which point you backed off for playability sake. Now, the key measurement is not that, but rather "balance".</p><p></p><p>Largely influenced by the rise of computer games and CCG's (esp., now that the major CCG maker has actually bought out D&D), the RPG game is now considered fundamentally more of a player-power competitive exercise. As this has happened, it's been a requirement that any standout class (namely, the wizard) has to be dialed back onto an even playing field, combatively, with all others. Over the years it's become unacceptable for one class to dominate the fabric late in their career. And therefore, I think, you've seen the wizard dialed back continually from where it began originally.</p><p></p><p>Of course, the 3.5 revision has made more changes to spells than any previous edition of D&D since the 1970's, so it might be more obvious right at the moment. PC takeout in general has become more verboten, and therefore you see things like more nerfing of polymorph, instant-kill spells, hold spells, sleep, calls to nerf magic missile, etc., etc., while hit point safety and ability bonuses have gone up.</p><p></p><p>Over time, it has become unacceptable for any class to have an advantage over another in face-to-face combat. The desire to simulate fantasy mythology been discarded in favor of a balanced competitive game situation.</p></blockquote><p></p>
[QUOTE="dcollins, post: 1107280, member: 876"] RPG game design theory has changed radically. When D&D was first created, it was acceptable to have high-level wizards be a fearsome figure that could outstrip other professions. It was acceptable for magic-users to be weaker at low level and more powerful at high level. Part of the motivation was for RPGs to be kind of a thematic-simulation, and match up with the kinds of things seen in fantasy literature (wizards as feared super-villains, etc.) For example, if you go back in early Dragon magazines, for years the axis of debate in game design was over "playability vs. realism". The understanding was that games were made as simulations up until the complexity of the rules made them unplayable, at which point you backed off for playability sake. Now, the key measurement is not that, but rather "balance". Largely influenced by the rise of computer games and CCG's (esp., now that the major CCG maker has actually bought out D&D), the RPG game is now considered fundamentally more of a player-power competitive exercise. As this has happened, it's been a requirement that any standout class (namely, the wizard) has to be dialed back onto an even playing field, combatively, with all others. Over the years it's become unacceptable for one class to dominate the fabric late in their career. And therefore, I think, you've seen the wizard dialed back continually from where it began originally. Of course, the 3.5 revision has made more changes to spells than any previous edition of D&D since the 1970's, so it might be more obvious right at the moment. PC takeout in general has become more verboten, and therefore you see things like more nerfing of polymorph, instant-kill spells, hold spells, sleep, calls to nerf magic missile, etc., etc., while hit point safety and ability bonuses have gone up. Over time, it has become unacceptable for any class to have an advantage over another in face-to-face combat. The desire to simulate fantasy mythology been discarded in favor of a balanced competitive game situation. [/QUOTE]
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Why are wizards always getting nerfed?
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