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2020-04-13, 01:54 PM (ISO 8601)
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- Nov 2019
Re: Wizards should be better than fighters.
I haven't encountered that mentality myself but I can see what you mean. Personally, "chosen ones" in any fiction is something of a pet peeve for similar reasons. So yeah, something like that might not be the ideal justification. I'm beginning to think that the easiest explanation might just be "training enough (and/or using the right techniques) gives you superhuman abilities".
Oh, and one mythological badass that might fit your list is Ajax, whose main claim to fame is that he was pretty much the only big name in the Trojan War that didn't get a ton of help from the gods.
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2020-04-13, 02:05 PM (ISO 8601)
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- Oct 2010
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Re: Wizards should be better than fighters.
No help other than being descended from one.
Not what I said.
You have asked before, yes, and I've answered.
Okay.
"I don't care how, they should just do it."
The problem is, "how" is the whole point of design. Anyone can declare a lofty goal and then leave the actual work up to someone else.
Spoiler: @AnimeTheCatI would need specifics; general resistance to planar traits is primarily covered by things martials already have, like higher fortitude saves, higher hit points, and general damage resistance (incluading resistance to energy and nonlethal). Resistance to the traits of specific planes would depend on what traits exactly you're resisting. I do agree that casters should have to use buffs to get some of the same defenses martials get natively - but that's already the case in PF and certainly in 5e.
Science Fantasy has the advantage of Clarke's Third Law, meaning the technology can keep up with the magic without straining disbelief. Starfinder is perhaps the best popular example of this outside of Shadowrun, but even Pathfinder has these elements. To my knowledge, 5e doesn't yet (officially anyway), but its framework is simple enough that you could simply brew something.
Sure, resistances again, why not. Personally, I think Path of War covers a lot of this if you think the base system isn't enough.
More than systems like Path of War or Stamina do? Again, I would want to know specifically what abilities are missing. Even you didn't seem to lie
The reason is that in-universe, magic is more difficult to learn. You need either a PhD, a special bloodline, or divine providence.
No, I mean D&D's Three Pillars: Combat, Exploration, and Social Interaction. In the most basic sense, you're either in town, in a dungeon, or in between. I mention this because there are certainly fantasy games like Diablo or World of Warcraft where casters and noncasters are on the same footing, but those games generally have just one pillar (Combat) and everything outside of that is handled by NPCs.
I'm fine with HiPS and extra actions. Again, these are things martials already have, especially (once again) with Path of War.
Diplomacy is far too binary to be used as mind control; that's the mistake 3.5 made. There's no chance to resist it, fight it off or get it removed, you just roll a high number and everyone is fanatically devoted to you, even the Big Bad.
No problem and sorry for the delay in replying.Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2020-04-13, 02:13 PM (ISO 8601)
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- Jan 2006
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Re: Wizards should be better than fighters.
I, for the record, do care how it's done, at least within a boundary range. I suspect you do, as well, though I could be wrong.
For example, they could achieve perfect game balance by having only one class, with no options at all. This one class can only be one race and has just one progression track. It has special abilities, but everyone has the same special abilities because everyone is playing the same class.
That would be perfectly balanced. It would also be boring as heck.
4e showed me just the sort of issue I could have with solid balance. I understand and have no reason to doubt that 4e was a remarkably well-balanced game. But they achieved this balance by having there be nothing but martial adepts in the game. There were no spellcasters. No skill-based characters. No binders or incarnum users or people with ki pools. It was all martial adepts with encounter and daily powers. It made it fairly easy to balance, but it also made it a perfectly fine and probably reasonably fun fantasy battle simulator that was almost, but not quite, entirely unlike D&D.
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2020-04-13, 02:21 PM (ISO 8601)
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- Nov 2019
Re: Wizards should be better than fighters.
That goes for pretty much anyone mentioned in Greek myths, my point was that he's one of the few considered to have done his deeds "on his own". But sure, you're right about his ancestors.
My apologies, you've used the "any GM that isn't lazy can deal with an imbalanced party" so many times I just assumed it's what you meant again. Still, why is it preferable that a GM — even if they can adapt to it — should have to?
The question was meant to be rhetorical — my point was that no, they aren't, so their existence doesn't do anything to create the more balanced game I'm wishing for.
I'm not saying "there should be non-casters with mystical backgrounds and/or abilities", I'm saying "there should be non-casters that are as powerful and versatile as casters and mystical backgrounds might be one in-game justification for them".
Indeed, it is, but I'm not demanding that someone should make me a game with balanced classes. I'm arguing against your claims that doing so would be either impossible to do or bad if it succeeded.
Yes, of course, I wouldn't want "balance at any price" or something like that, as you pointed out there are bad examples of that, I just meant that I didn't care about the specifics. As I talked about earlier in the thread, I very much want different classes to maintain their own "identity".Last edited by Batcathat; 2020-04-13 at 02:25 PM.
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2020-04-13, 02:32 PM (ISO 8601)
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- Oct 2010
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Re: Wizards should be better than fighters.
Because the alternative is forcing every other table to your desired balance point.
It's not impossible. There are folks who, like you, don't care about the justification/means as long as you get to the endpoint you want. You might even be correct that the last time they tried that bombed for completely unrelated reasons. You may get the edition you want one day.Plague Doctor by Crimmy
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2020-04-13, 02:37 PM (ISO 8601)
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- Nov 2019
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2020-04-13, 02:52 PM (ISO 8601)
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- Oct 2010
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Re: Wizards should be better than fighters.
Last edited by Psyren; 2020-04-13 at 02:53 PM.
Plague Doctor by Crimmy
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2020-04-13, 03:20 PM (ISO 8601)
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- Nov 2019
Re: Wizards should be better than fighters.
Sure, it's doable (even if it's hard getting around the fact that spell casting itself is so versatile and powerful), I just think it'd be easier to balance the classes if they didn't start out so far apart.
And like I suggested earlier, the hypotethical system could even include different tiers of classes (with lowers ones being easier to play) if that's something people want, as long as the top tier ones didn't just include casters.
That's nice (biten om att det inte är något dåligt, inte det om att lära sig svenska. Jag undrar hur bra det har översätts med hjälp av en viss sökmotor), so what's up with your "as they should be" response to me calling casters in PF and 5e more powerful than non-casters?
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2020-04-13, 03:54 PM (ISO 8601)
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- Oct 2010
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Re: Wizards should be better than fighters.
You think that even in 5e? Have you played it?
Quite well as it turns out
Just because I like something better doesn't mean the opposite is inherently bad - again, just because I've never seen it done well doesn't mean it's impossible.Plague Doctor by Crimmy
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2020-04-13, 08:46 PM (ISO 8601)
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- Aug 2015
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Re: Wizards should be better than fighters.
I don't consider them to be much better. The only thing that differs in the Fighter/Wizard disparity in PF/5e is their combat gap, as in, Fighters are more valuable in combat, and Wizards are less prone to breaking combat outright (though still very capable of it, especially in PF1e). Their out-of-combat gaps are pretty much the same, because Fighters still stop progressing as a concept around level 7, while Wizards just keep breaking their limits every two levels.
Actually, I've heard a lot of good things about PF 2e in that regard. Well, when I say good things, I mean "a lot of people complaining about casters being weak", but after analyzing the problem, I can say that I don't think that's the case. It's more of "many out-of-combat spells are now rituals accessible by everyone" and "CC spells aren't instantly deleting an enemy from play for the duration", which I think sounds really good and I might actually look into PF2 again because of that.Elezen Dark Knight avatar by Linklele
Favourite classes: Beguiler, Scout, Warblade, 3.5 Warlock, Harbinger (PF:PoW).