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D&D Older Editions, OSR, & D&D Variants
Why be a 3.5 fighter?
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<blockquote data-quote="Eldritch_Lord" data-source="post: 5387267" data-attributes="member: 52073"><p>So you and your players don't notice the more obvious combinations of abilities? I mean, just looking at the <em>fire seeds</em> example, given "I can turn into something immune to fire" and "I can make things that explode in fire," I'd think most people could figure that one out. Dandu is by no means exceptional in his thinking, no offense to Dandu.</p><p></p><p></p><p></p><p>What <em>actually</em> happened was that WotC tried to rewrite the game without understanding it much at all; they introduced Concentration checks and 5-foot steps without realizing how much that helped casters avoid being hit in melee, they thought AoOs would let fighters tank; they didn't realize that lowered saves across the board would make SoDs more attractive. Don't ascribe to caster favoritism and nerdiness what can adequately be ascribed by incompetence and lack of playtesting.</p><p></p><p></p><p></p><p>Why would a druid be suicide-bombing people in town? They'd more likely be fighting things out in dungeons, in the wilderness, etc.</p><p></p><p></p><p></p><p>Casters have better defenses than you give them credit for. Scry-n-die isn't completely effective against people with <em>anticipate teleportation</em> or defenses against scrying, and mundane attacks aren't as effective against <em>rope trick</em> and <em>MMM</em>.</p><p></p><p></p><p></p><p>It's a lot easier for Joe Wizard to boost his CL than it is for Bob Rogue to get a wand or scroll with a high enough CL to dispel his buffs. A CL 10 <em>dispel magic</em> wand takes up 1/5 of a 10th-level character's wealth for a 50/50 dispel chance against an unbuffed caster.</p><p></p><p></p><p></p><p>Yay stereotypes! Do you prohibit monk PCs, require druids to take vows of silence, give rogues penalties when dealing with NPCs, and require clerics to proselytize every session?</p><p></p><p></p><p></p><p>"I can ban things, therefore they aren't broken" isn't a valid argument.</p><p></p><p></p><p></p><p>Ah, I see, so if you show a fighter favoritism and give him a unique item, he'll be on an even footing with casters. Doesn't the fact that you need to do that tell you that there's an imbalance to begin with?</p><p></p><p></p><p></p><p>More than enough spells for a caster to keep doing what he's doing. Even reserving 4 spells for all-day buffs and 16 for out-of-combat utility and miscellaneous uses, that's 4 spells per encounter in an average day, and a wizard only really needs 1 or 2. And that's before wands, staffs, etc.</p><p></p><p></p><p></p><p>Rope Trick. Mordenkainen's Magnificent Mansion. Leomund's Secure Shelter. Heck, even Alarm. Getting a full night's sleep isn't as hard as you'd think.</p><p></p><p></p><p></p><p>A Fort save or what? Be fatigued? Be unable to cast spells at all?</p><p></p><p></p><p></p><p>Guess what? I have a D&D group of 14 other people plus myself who run two or three games at a time. All of us play things like Dandu--you know, using spells logically, coming up with adequate defenses, that sort of thing. 2/3 of the group had already played before, all in different groups, so it's not as if one of us taught the whole group to play that way; it's a lot more prevalent than you'd think. I don't mean to be demeaning of your playstyle or intelligence, but it really isn't all that hard to look at a caster, look at his spells, and figure out interesting things to do with them.</p><p></p><p>However, I can still challenge my players, by providing appropriate encounters, playing NPCs intelligently, and so on. The way to deal with 3e is not to say "No, you can't do that" to the casters and "Here, have some new toys" to the fighters. Before you accuse me of it, not I'm not a "caster fanboy" or whatever--I realize 3e is broken and I don't like it. I don't pretend it isn't broken, I just compensate for it.</p></blockquote><p></p>
[QUOTE="Eldritch_Lord, post: 5387267, member: 52073"] So you and your players don't notice the more obvious combinations of abilities? I mean, just looking at the [I]fire seeds[/I] example, given "I can turn into something immune to fire" and "I can make things that explode in fire," I'd think most people could figure that one out. Dandu is by no means exceptional in his thinking, no offense to Dandu. What [I]actually[/I] happened was that WotC tried to rewrite the game without understanding it much at all; they introduced Concentration checks and 5-foot steps without realizing how much that helped casters avoid being hit in melee, they thought AoOs would let fighters tank; they didn't realize that lowered saves across the board would make SoDs more attractive. Don't ascribe to caster favoritism and nerdiness what can adequately be ascribed by incompetence and lack of playtesting. Why would a druid be suicide-bombing people in town? They'd more likely be fighting things out in dungeons, in the wilderness, etc. Casters have better defenses than you give them credit for. Scry-n-die isn't completely effective against people with [I]anticipate teleportation[/I] or defenses against scrying, and mundane attacks aren't as effective against [I]rope trick[/I] and [I]MMM[/I]. It's a lot easier for Joe Wizard to boost his CL than it is for Bob Rogue to get a wand or scroll with a high enough CL to dispel his buffs. A CL 10 [I]dispel magic[/I] wand takes up 1/5 of a 10th-level character's wealth for a 50/50 dispel chance against an unbuffed caster. Yay stereotypes! Do you prohibit monk PCs, require druids to take vows of silence, give rogues penalties when dealing with NPCs, and require clerics to proselytize every session? "I can ban things, therefore they aren't broken" isn't a valid argument. Ah, I see, so if you show a fighter favoritism and give him a unique item, he'll be on an even footing with casters. Doesn't the fact that you need to do that tell you that there's an imbalance to begin with? More than enough spells for a caster to keep doing what he's doing. Even reserving 4 spells for all-day buffs and 16 for out-of-combat utility and miscellaneous uses, that's 4 spells per encounter in an average day, and a wizard only really needs 1 or 2. And that's before wands, staffs, etc. Rope Trick. Mordenkainen's Magnificent Mansion. Leomund's Secure Shelter. Heck, even Alarm. Getting a full night's sleep isn't as hard as you'd think. A Fort save or what? Be fatigued? Be unable to cast spells at all? Guess what? I have a D&D group of 14 other people plus myself who run two or three games at a time. All of us play things like Dandu--you know, using spells logically, coming up with adequate defenses, that sort of thing. 2/3 of the group had already played before, all in different groups, so it's not as if one of us taught the whole group to play that way; it's a lot more prevalent than you'd think. I don't mean to be demeaning of your playstyle or intelligence, but it really isn't all that hard to look at a caster, look at his spells, and figure out interesting things to do with them. However, I can still challenge my players, by providing appropriate encounters, playing NPCs intelligently, and so on. The way to deal with 3e is not to say "No, you can't do that" to the casters and "Here, have some new toys" to the fighters. Before you accuse me of it, not I'm not a "caster fanboy" or whatever--I realize 3e is broken and I don't like it. I don't pretend it isn't broken, I just compensate for it. [/QUOTE]
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