Legends & Labyrinths

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Blasted
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Post by Blasted »

JustinA wrote: See, in OD&D a high-level wizard got some pretty awesome spells. But a high-level fighter got a barony, a castle, and followers. In 2nd Edition the fighter lost his barony, but the wizard got to keep his spells.
Except that all classes got both followers and land (I think Rangers may have been an exception).
And followers were based on your original class, so Fighters get more Fighters and Wizards got more Wizards.

On top of your followers, you could hire people. Usually worse than your followers, unless you were a monk. Fighters were never competitive in the 'high level' game. The best you could say was "Paladins had a high Cha, so often got more followers. And a magic horse."
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Post by DSMatticus »

JustinA wrote:This is based on the assumption that every PC is a special snowflake that needs a spotlight shone on them at all times.
And that's a strawman. The assumption it's actually based on is that every character should contribute roughly equally to the completion of adventures, not that every character should always be in the spotlight. Because that's a contradiction to begin with.

So let's take three two-person parties, 1) utility/combat wizard and fighter, 2) pure-combat wizard and fighter, and 3) utility/combat wizard and pure-combat wizard.

Party 1: This is the kind of party you're describing. The wizard dominates non-combat, because fighters are useless there. In combat, every single combat spell the wizard has is better than any action the fighter has. So the only thing the fighter can do is hope his hitpoints/potions last longer than his friends spells. This is rarely the case, so we'd probably also give wizard the combat, too. It certainly can't be better than a tie. Winning non-combat and at-least tying combat (and outright dominating it at higher-levels, despite utility), this one goes to the wizard at everything but low-levels.

Party 2: In non-combat situations, neither can do anything. They both contribute equal shares of nothing. In combat, there's no doubt who the winner is, at an even lower level than in party 1. To the wizard go the spoils.

Party 3: In non-combat situations, the utility wizard covers it. In combat situations, the utility wizard contributes slightly less pwnage than the combat wizard, and combat is usually the bigger part of the game so the fact that the combat wizard can't contribute in non-combat is made up for the fact that his contributions in combat are superior. A fairly balanced party.
JustinA wrote:Their success in mid-level play becomes very situational-dependent. And they tend to fall on their faces once you hit high-level play.
That was the assertion around the beginning of this debate. Around 8-12 (potentially even earlier, it really depends on optimization levels and player cleverness and playstyle), monsters stop being killable through hitpoint damage in reasonable time, and the wizard has accumulated enough save or dies that he can safely spam them, meaning combats are ended by failed saving throws, not the hitpoint mechanic. And the fighter has no way to contribute to the save-or-lose game.

Edit: So I'm no longer sure why this was a discussion at all. Oh, yes. I was expressing concern that L&L wasn't giving fighters any love and would be maintaining their level of suck in the hierarchy, with its stunt system failing to compare to first level spells and its high-level class features which are low-level feats. Does L&L make mid- or high- level fighter any more plausible with mechanics I am so far unaware of? (Genuine question/interest, not fishing for debate.)
Last edited by DSMatticus on Mon Aug 29, 2011 11:37 pm, edited 1 time in total.
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Post by Chamomile »

Hm. I wonder how much of D&D could be fixed if you broke the Wizard up into a couple of different classes and got rid of everything else? It would be a more niche genre than actual D&D typically tries to cover, but it'd be a genre I'd be interested in playing in.
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Post by Seerow »

Chamomile wrote:Hm. I wonder how much of D&D could be fixed if you broke the Wizard up into a couple of different classes and got rid of everything else? It would be a more niche genre than actual D&D typically tries to cover, but it'd be a genre I'd be interested in playing in.
Like a world of wizards type scenario with a bunch of hyperspecialist casters along the lines of Beguiler/Dread Necro/Warmage making up your classes, and nothing else allowed?

It'd be potentially interesting at least. I'd play it. But definitely a different topic.
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Post by PoliteNewb »

Blasted wrote:
JustinA wrote: See, in OD&D a high-level wizard got some pretty awesome spells. But a high-level fighter got a barony, a castle, and followers. In 2nd Edition the fighter lost his barony, but the wizard got to keep his spells.
Except that all classes got both followers and land (I think Rangers may have been an exception).
And followers were based on your original class, so Fighters get more Fighters and Wizards got more Wizards.

On top of your followers, you could hire people. Usually worse than your followers, unless you were a monk. Fighters were never competitive in the 'high level' game. The best you could say was "Paladins had a high Cha, so often got more followers. And a magic horse."
This is not really true.

In the 1E game, Clerics and Fighters built castles and got armies (plus a few higher-level commanders). Druids, eventually, got some lesser druids. Thieves and Assassins got guilds with an average of like a dozen dudes (also thieves or assassins, and of varying levels), and Monks got a monastery with a few low-level monks (who could get better).

Rangers actually got the best end of the deal...they didn't build castles, but got 2-12 followers, which could be anything from a low-level fighter to a fucking copper dragon or storm giant.

Magic-users, Illusionists, and Paladins got jack shit for followers (unless you count familiars or special mounts).

2E was much the same, except that Ranger followers got less awesome.

Just sayin'.

Not that any of that really speaks to the point about high-level fighters...because the followers a Fighter got at high-level were in no way comparable in terms of power and usefulness to the spells a Wizard got at the same levels. A fighter got an army of 0th level dudes, that the wizard could pretty easily destroy by casting Death Spell or a few Fireballs. So claiming the fact that fighters lost their followers as some sort of unbalancing is...mildly retarded.

Why not speak to the REAL things fighters lost in edition transitions? Like the ability to deal meaningful damage relative to the threats they faced? Like the ability to practically auto-save vs. a lot of effects?
Last edited by PoliteNewb on Mon Aug 29, 2011 11:51 pm, edited 1 time in total.
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Post by Seerow »

Why not speak to the REAL things fighters lost in edition transitions? Like the ability to deal meaningful damage relative to the threats they faced? Like the ability to practically auto-save vs. a lot of effects?
Weren't Fighters the only class to get multiple attacks in AD&D? And specialization increased the pace of that? I always thought that was a nice thing fighters had that pretty much vanished.

Mind you introducing that to 3.5 would still leave the fighters as shit. And would screw most other melee classes at the same time while doing it, so I'm not advocating going back to the gold ol days. But seriously, Fighters lost a huge chunk of their edge in both damage and defenses, and got jack shit in return. (And in this case Jack Shit refers to feats.)
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Post by DSMatticus »

Seerow wrote:I always thought that was a nice thing fighters had that pretty much vanished.
Hitpoint bloat. That's what changed. Damage expressions haven't changed much through the editions, but hitpoint totals have gone up. Hugely. The end result is that "dealing damage" becomes an outdated combat tactic very, very quickly as you level. But forcing something to make saves is an effective tactic from level 1 and up.

A partial (but not completely effective) solution would be to just lower hitpoints for everybody back down, so when someone says "I deal damage to it!" nobody laughs at you.
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Post by Psychic Robot »

really I'm less concerned about stunts and more concerned about combat expertise being a 9th-level ability
Last edited by Psychic Robot on Tue Aug 30, 2011 1:04 am, edited 1 time in total.
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Post by Seerow »

DSMatticus wrote:
Seerow wrote:I always thought that was a nice thing fighters had that pretty much vanished.
Hitpoint bloat. That's what changed. Damage expressions haven't changed much through the editions, but hitpoint totals have gone up. Hugely. The end result is that "dealing damage" becomes an outdated combat tactic very, very quickly as you level. But forcing something to make saves is an effective tactic from level 1 and up.

A partial (but not completely effective) solution would be to just lower hitpoints for everybody back down, so when someone says "I deal damage to it!" nobody laughs at you.
On the other hand, damage DOES scale up very quickly if you optimize. Having any melee warrior break 100-200 damage on an attack by mid levels isn't really pushing hard. To the point where you can easily one-shot on ECL encounters through damage.

The problem is it's very easy to stop that damage from happening (stop the character from charging, toss on a miss chance that can't be bypassed, the target is flying, etc), not that the damage is so low it's negligible.
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Post by echoVanguard »

The shift in power between fighters and spellcasters from 2E to 3E was a result of multiple things, most of which have been brought up in this thread already, but I'll sum them up for the sake of neatness:

1. Fighters lost virtually all of their class-defining features at high levels. 2E warriors were the only class to get multiple attacks (and fighters got an extra attack as well as bonus hit/damage on all attacks with their chosen weapon), and with no action economy, you got full attacks every round as long as the enemy wasn't completely out of range. 2E fighters also had significant economic advantages due to their castle and ownership of land, which granted them tax revenues and legitimate lordship. Lastly, 2E fighters had the best saving throw table of any class at very high levels, making them extremely resistant to most effects, and gained significantly more hit points at high levels than other classes. Every single one of these abilities was removed in the transition to 3E.

2. Hit point bloat, as had been mentioned before. Even extremely high-level monsters in 2E usually had very few hit points compared to the same monsters in 3E - a typical black dragon had around 48 hit points, and even a Great Wyrm had somewhere between 20(!) and 160, with an average value of about 80. The per-round damage output of a high-level fighter was a truly significant factor at these hp values, especially since attacks were all at the fighter's highest bonus - a decently-optimized fighter could put out around 20 damage per hit without breaking a sweat while getting as many as four attacks per round, while even a wizard's best damage spell (meteor swarm) might deal as little as 40 points of damage, and most exceptionally dangerous creature types were outright immune to the wizard's most accessible save-or-dies.

3. Spellcaster weaknesses were removed or reduced across the board - 2E had no concentration mechanics, and any damage taken while casting your spell disrupted it 100% of the time. There were also no spells to perform many of other classes' actions - for example, no wizard spell could modify your initiative other than Haste, which most players feared to cast due to its unavoidable aging effect. Crafting of magic items was also much more difficult and expensive, and there was no system for binding spell effects to permanent items on an ad-hoc basis other than DM fiat.

In general, during the transition from 2E to 3E, fighters were nerfed pretty much into the ground, trading virtually all their class abilities for what were effectively bonus NWPs while spellcasters were buffed tremendously, often tripling or quadrupling their power on a per-feature basis. Rogues fared better, but that's not saying much since 2E rogues were pretty much the worst classes in the game.

echo
Last edited by echoVanguard on Tue Aug 30, 2011 2:36 pm, edited 1 time in total.
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Post by hogarth »

PoliteNewb wrote: In the 1E game, Clerics and Fighters built castles and got armies (plus a few higher-level commanders).
I thought it was more along the lines of 50 or 100 1st level NPCs, which isn't really an "army", more like one fireball's worth of cannon fodder.
PoliteNewb wrote: Druids, eventually, got some lesser druids. Thieves and Assassins got guilds with an average of like a dozen dudes (also thieves or assassins, and of varying levels), and Monks got a monastery with a few low-level monks (who could get better).

Rangers actually got the best end of the deal...they didn't build castles, but got 2-12 followers, which could be anything from a low-level fighter to a fucking copper dragon or storm giant.

Magic-users, Illusionists, and Paladins got jack shit for followers (unless you count familiars or special mounts).
I thought magic-users got apprentices if they built a tower.

That ranger table was pretty crazy...
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Post by PoliteNewb »

hogarth wrote:
PoliteNewb wrote: In the 1E game, Clerics and Fighters built castles and got armies (plus a few higher-level commanders).
I thought it was more along the lines of 50 or 100 1st level NPCs, which isn't really an "army", more like one fireball's worth of cannon fodder.
Yeah, 60-120 guys (up to 200 for clerics, oddly enough). But that WAS an army, back in those days.
hogarth wrote: I thought magic-users got apprentices if they built a tower.
Not by-the-book, no. In 1E it stated that they can build a castle and clear land, and even specified the tax revenue they'd get...but they didn't acquire any automatic followers (they had to hire mercenary troops).

In 2E, they didn't even get that:
2E PH wrote:Unlike many other characters, wizards gain no special benefits from building a fortress or stronghold....at best, a wizard may acquire a few henchmen and apprentices to help in his work.
That ranger table was pretty crazy...
Yes, yes it was. But I was wrong...it was 2d6 followers in 2nd edition; in 1st it was 2d12 followers. Although you couldn't get the best ones if you had more than 10 total, and you couldn't get anything but human/demihumans if you had more than 20 total.

Some of the entries included:

Centaurs (1-3 in number)
Sprites (1-4)
Werebears (1-2)
Weretigers (1-2)
Treants (2-5)
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Post by tussock »

Echoing echo.

Also AD&D and 2e Mages had to roll to learn spells at random, and the whole declaration phase, shifting initiative, and casting time thing in combat meant getting a high level spell off was genuinely risky. Especially as you were flat-footed while casting, and had to cast before moving in a round.

Warriors could move (60' equivalent) and still make a full attack, or charge (180') and get the same. Huge amounts of nice combat gear only worked for Warriors. Only Warriors had the better Str and Con bonuses.

The only thing the fireball would usually kill was the Wizard who cast it, and many good spells had kickback and random fuck-you-all cards built in. Infinite wish? Not when it ages you 5 years and has a built in 'any player seeking infinite wishes should be murdered' clause. Fly? Good luck when it randomly drops you.

Hell, 1st edition spellbooks were tiny, massively expensive, and very fragile. But that's fine, because you only had time to get a handful of low level spells back in the field anyway.

Even with all that shit to put up with, high level Wizards were still better than Fighters and could do everything if they were just a bit careful. EGG thought the whole class needed split into specialists (Elementalist, Necromancer, Enchanter, Illusionist, Transmuter, and Sage, IIRC) for 2nd edition, but he got cut first.
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Post by Doom »

That random dropping on Fly isn't that big a deal, there's enough "certain duration" on it that only a fool mage could get in trouble that way.

On the other hand, 'Dispel Magic' works fairly well in AD&D (basically 50% chance, area effect) and is a much more common spell for clerics to have there (since there are so fewer cleric spells), making Fly pretty scary to use against unknown enemies.
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Post by echoVanguard »

tussock wrote:because you only had time to get a handful of low level spells back in the field anyway.
Haha, yes, I forgot about this one. 2E wizards had to spend 10 minutes per level of the spell to memorize any spell, meaning that you often didn't want to expend all your memorized spells by the end of each day. A 20th-level wizard that had expended all of his or her memorized spells would need to spend 27 hours memorizing new spells.

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Post by Blasted »

Yep, you're right, I was looking through the fog of nostalgia and had to find my books again.
Although, didn't a fireball do level-d6 damage?
That's plenty scary for most characters.
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Post by echoVanguard »

almost forgot! Many dangerous creatures had magic resistance on top of good saving throws, but damage reduction beyond "requires +X to hit" didn't exist.

echo
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Post by JustinA »

PoliteNewb wrote:A fighter got an army of 0th level dudes, that the wizard could pretty easily destroy by casting Death Spell or a few Fireballs.
I always find it interesting how these discussions always revert into balancing some hypothetical D&D: Mortal Kombat game in which the PCs are dueling with each other. And how utterly irrelevant that is to any game of D&D I have ever played.

YMMV.
tussock wrote:Warriors could move (60' equivalent) and still make a full attack, or charge (180') and get the same. Huge amounts of nice combat gear only worked for Warriors. Only Warriors had the better Str and Con bonuses.
I actually thought long and hard about eliminating full attacks and allowing characters to take all their attacks as a standard action. It also loosens up tactical movement during combat because fighters don't feel "locked" to their opponents for full attack routines.

In playtest, however, this proved to be a radical enough departure that it functionally broke compatibility with 3E.
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Post by Emerald »

JustinA wrote:
PoliteNewb wrote:A fighter got an army of 0th level dudes, that the wizard could pretty easily destroy by casting Death Spell or a few Fireballs.
I always find it interesting how these discussions always revert into balancing some hypothetical D&D: Mortal Kombat game in which the PCs are dueling with each other. And how utterly irrelevant that is to any game of D&D I have ever played.
I always find it interesting that the people who object to class vs. class comparisons never seem to have their PCs run into classed NPCs. ;) Do your fighters never run into enemy wizards who might put a dent into their army of followers? Do your wizards never run into rogues who try to sneak into their camp to steal valuables or assassinate someone? In fact, as far as my experience goes, towards higher levels you need to rely more on classed NPCs and outsiders/dragons (which are fairly close to classed NPCs in terms of casting and equipment) to provide a suitable challenge, so you run into the class vs. class problem just when it's becoming the least balanced.
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Post by Username17 »

JustinA wrote:Fighters don't need to be the most effective contributors to non-combat encounters in order for the non-combat encounters to draw sufficient attention from the wizard that the wizard can't dedicate all their spells to combat.
You are holding the fighters and the wizards to a vastly different standard. The Wizard is owning everyone in the face all the time and being the star of the show and completing everything and doing everything and being a Mary Sue that dominates the game. And you're calling that balanced against the Fighter because the Wizard ever lets the Fighter have a moment in the sun beating up trash mobs that the Wizard can't be fucked to waste spells on. That's completely insane.

Every encounter that the wizard is winning with a spell is an encounter where the Fighter feels small in the pants. To the extent that there are non combat encounters where the wizard is completely winning with a spell and the fighter can't contribute at all, that is an encounter where the fighter is even smaller in the pants than he is in combat encounters where he is merely not pulling his weight. Remember: every fighter could be replaced with another wizard, so the first wizard preparing specialty spells to rock out with his cock out in non-combat encounters doesn't make the fighter any better - his hypothetical wizard replacement is always going to be a second wizard who prepares only combat spells.

Non-combat encounters make the fighter objectively worse. Every moment you spend on a part of the game that the fighter cannot contribute to is by definition a moment that you are spending kicking the fighter player right in the nuts. And let's put too fine a point on it: at 7th level the Cleric can planar ally themselves (and a wizard can charm monster themselves) a better warrior backup than an equivalent level Fighter. All hemming and hawing about what a Fighter can do to trash mobs after 7th level is a fucking smoke screen because magically generated pets are objectively superior at even that task from 7th level on.

Fighters are physically incapable of not sucking ass past level 6, and to be honest they reach their expiration date several levels before that by any sane evaluation. There are lots of reasons that Fighters suck, but fiddling with the encounter suggestions isn't going to fix the problem. The problem is that fighters suck. The problem is not that we are playing the game wrong.

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Post by echoVanguard »

JustinA wrote:I always find it interesting how these discussions always revert into balancing some hypothetical D&D: Mortal Kombat game in which the PCs are dueling with each other. And how utterly irrelevant that is to any game of D&D I have ever played.

YMMV.
I don't mean to be dismissive of your experiences here, but this is actually a relatively common observance in games - not often to the point of actual violence (although I've observed it in four distinct long-running campaigns, and heard of many more), but more to the point of "jeez, if Tim's character wanted to kill me, I couldn't do anything about it". I would be very, very surprised if you can honestly say that neither you nor any of your playtesters have ever been in the situation described.

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Post by violence in the media »

JustinA wrote:I always find it interesting how these discussions always revert into balancing some hypothetical D&D: Mortal Kombat game in which the PCs are dueling with each other. And how utterly irrelevant that is to any game of D&D I have ever played.

YMMV.
Just adding to the anecdotal refutations here, but I can't offhandedly think of a game of D&D that I've been involved with in the past 20 years that hasn't had some sort of intra-party conflict. It has varied in degrees of severity and reasons for occuring, but PvP is a very real part of the game. Even aside from the already-mentioned conflicts with classed NPCs.
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Post by Hieronymous Rex »

JustinA wrote:I always find it interesting how these discussions always revert into balancing some hypothetical D&D: Mortal Kombat game in which the PCs are dueling with each other. And how utterly irrelevant that is to any game of D&D I have ever played.

YMMV.
This is not hypothetical; it's how I and the people I game with have always played.

Also, as was brought up by Emerald, PCs often face classed NPCs. If they aren't balanced against each other, what are they balanced against? The great, disparate mass of monsters, who themselves sometimes have spellcasting?
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Post by VladtheLad »

Is Legends and Labyrinths design aim to fix 3rd edition balance issues?

I think Justin aimed to create a simplified and easier to play version not a new Tome version.
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Post by hogarth »

VladtheLad wrote:Is Legends and Labyrinths design aim to fix 3rd edition balance issues?
If it isn't, then why change the way things are balanced? To make balance issues worse?
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