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General Tabletop Discussion
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Worlds of Design: A Question of Balance
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<blockquote data-quote="Lylandra" data-source="post: 7907013" data-attributes="member: 6816692"><p>Let me get a bit anecdotal here. My first character in D&D, coming from a DSA thief-like char, was a 3.0 bard. I loved the "fantasy" of being a bard, I loved my character background and everything. Still, after hours of play. I hated my class. Why? Because I just felt like I could not contribute. My character was a burden. </p><p></p><p>Yep, I could do "inspire courage" which added a whopping +1 to attack and damage to "I attack" players (of which we had one). Also, I could fire a bow with 1d8+1 damage (+ some magical enhancement at some point), while the wizard 10d6 fireballed his way. I also had spells up to level 6 max which were either buff spells (our wizard could buff better) or healing spells (we had no cleric, but our pally could lay on hands) or charms which had rather low DCs and didn't work well against planar foes (this was Planescape, mind you) or you usual dungeon denizens. </p><p></p><p>So I tried to talk to the antagonists/NPC/whatever (that charisma needed to be worth someting, amirite?), but the DM just called for initiative. Again and again. Didn't help that his antagonists oftentimes were wizards or sorcerers, thus more ready to connect to our OP wizard and surrendered to him after he had proven his point with his 4 spells per round at epic level. Oh and did I mention time stop?</p><p></p><p>Yes, he played a fantastic concept as well, thought about his char's motivation and all, and I loved that wizard but I wasn't just allowed to shine and take my share. </p><p></p><p>So I totally agree with Umbran. I'd risk playing a low-powered char if I knew the DM knew exactly what they were doing. In most of the cases, they are not equipped to handle it though.</p></blockquote><p></p>
[QUOTE="Lylandra, post: 7907013, member: 6816692"] Let me get a bit anecdotal here. My first character in D&D, coming from a DSA thief-like char, was a 3.0 bard. I loved the "fantasy" of being a bard, I loved my character background and everything. Still, after hours of play. I hated my class. Why? Because I just felt like I could not contribute. My character was a burden. Yep, I could do "inspire courage" which added a whopping +1 to attack and damage to "I attack" players (of which we had one). Also, I could fire a bow with 1d8+1 damage (+ some magical enhancement at some point), while the wizard 10d6 fireballed his way. I also had spells up to level 6 max which were either buff spells (our wizard could buff better) or healing spells (we had no cleric, but our pally could lay on hands) or charms which had rather low DCs and didn't work well against planar foes (this was Planescape, mind you) or you usual dungeon denizens. So I tried to talk to the antagonists/NPC/whatever (that charisma needed to be worth someting, amirite?), but the DM just called for initiative. Again and again. Didn't help that his antagonists oftentimes were wizards or sorcerers, thus more ready to connect to our OP wizard and surrendered to him after he had proven his point with his 4 spells per round at epic level. Oh and did I mention time stop? Yes, he played a fantastic concept as well, thought about his char's motivation and all, and I loved that wizard but I wasn't just allowed to shine and take my share. So I totally agree with Umbran. I'd risk playing a low-powered char if I knew the DM knew exactly what they were doing. In most of the cases, they are not equipped to handle it though. [/QUOTE]
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