Falling Icicle
Adventurer
One thing I keep hearing is that wizards are/were "overpowered" because they can do so many things that other characters cannot. "How can a fighter and a wizard possibly be balanced when the wizard can do things like fly, teleport, and turn people into frogs?!"
The interesting thing, though, is that people generally considered fighters and wizards to be balanced in 4th edition, even though the exact same thing was true of that edition too! Fighters may have gotten powers just like wizards, but those powers were limited to strictly martial-themed things. Fighters couldn't fly, teleport, throw fireballs or do anything blatantly reality-bending. They certainly could do some things that were amazing and even stretched belief, but they were always feats of physical prowess, never anything outright magical.
So why is it then that people insist that wizards aren't or can't be balanced with fighters because they have a wider range of abilities (no matter how many drawbacks come along with it, like no armor, low hit points, the ability to have their powers disrupted, dispelled, etc.)?
I think there's alot of "the grass is greener on the other side of the fence" envy going on here. Were spellcasters overpowered at high levels in past editions? Sure, I won't deny that. Of course, they were also underpowered at low levels. I would rather them be balanced at every level, personally. But that can be accomplished without taking away the wizard's cool toys. The reason wizards were overpowered at high levels in the past was mostly due to the fact that they just had so bloody many spells that the whole "limited resource" thing was no longer much of a limitation at all. Of course, there were some overpowered spells too, but those can be fixed on a case by case basis. We've already seen some good ways of balancing some of the more game-breaking spells of the past, like making it so that long range teleportation can only take you to a teleportation circle.
We shouldn't try to balance wizards and fighters by making wizards suck. We should give fighters some cool toys of their own! And no, I don't mean "MOAR DAMAGE RAWR!" It's the other two pillars where they need help. Alot of help. I have a few ideas on how to do that.
1. Give fighters skill tricks, like the rogue. Not the same list of skill tricks, obviously, but ones that fit a fighter's style. There's no reason why fighters shouldn't be able to be great athletes or inspiring leaders. I can see fighters getting skill tricks related to endurance, feats of strength, climbing, running, riding, swimming, leadership, intimidation, and much more. Fighters should be able to be more than just dumb brutes (not that there's anything wrong with playing a dumb brute, there just need to be other options).
2. Give fighters a bonus skill or two. Most other classes get it, why not fighters? Let them choose one or two of climb, drive, gather rumors, handle animal, intimidate, spot or survival, for example.
3. They could draw some inspiration from 4e's warlord class. I'm not talking about the warlord's healing powers, I'm talking about having the option to gain some tactical abilities that empower their allies and reward teamwork.
4. Let fighters (or anyone else, for that matter) learn ritual casting, if they're willing to invest feat(s) to do so. I don't think it's really stealing a cleric's or wizard's thunder if other classes can learn to use rituals, too.
The interesting thing, though, is that people generally considered fighters and wizards to be balanced in 4th edition, even though the exact same thing was true of that edition too! Fighters may have gotten powers just like wizards, but those powers were limited to strictly martial-themed things. Fighters couldn't fly, teleport, throw fireballs or do anything blatantly reality-bending. They certainly could do some things that were amazing and even stretched belief, but they were always feats of physical prowess, never anything outright magical.
So why is it then that people insist that wizards aren't or can't be balanced with fighters because they have a wider range of abilities (no matter how many drawbacks come along with it, like no armor, low hit points, the ability to have their powers disrupted, dispelled, etc.)?
I think there's alot of "the grass is greener on the other side of the fence" envy going on here. Were spellcasters overpowered at high levels in past editions? Sure, I won't deny that. Of course, they were also underpowered at low levels. I would rather them be balanced at every level, personally. But that can be accomplished without taking away the wizard's cool toys. The reason wizards were overpowered at high levels in the past was mostly due to the fact that they just had so bloody many spells that the whole "limited resource" thing was no longer much of a limitation at all. Of course, there were some overpowered spells too, but those can be fixed on a case by case basis. We've already seen some good ways of balancing some of the more game-breaking spells of the past, like making it so that long range teleportation can only take you to a teleportation circle.
We shouldn't try to balance wizards and fighters by making wizards suck. We should give fighters some cool toys of their own! And no, I don't mean "MOAR DAMAGE RAWR!" It's the other two pillars where they need help. Alot of help. I have a few ideas on how to do that.
1. Give fighters skill tricks, like the rogue. Not the same list of skill tricks, obviously, but ones that fit a fighter's style. There's no reason why fighters shouldn't be able to be great athletes or inspiring leaders. I can see fighters getting skill tricks related to endurance, feats of strength, climbing, running, riding, swimming, leadership, intimidation, and much more. Fighters should be able to be more than just dumb brutes (not that there's anything wrong with playing a dumb brute, there just need to be other options).
2. Give fighters a bonus skill or two. Most other classes get it, why not fighters? Let them choose one or two of climb, drive, gather rumors, handle animal, intimidate, spot or survival, for example.
3. They could draw some inspiration from 4e's warlord class. I'm not talking about the warlord's healing powers, I'm talking about having the option to gain some tactical abilities that empower their allies and reward teamwork.
4. Let fighters (or anyone else, for that matter) learn ritual casting, if they're willing to invest feat(s) to do so. I don't think it's really stealing a cleric's or wizard's thunder if other classes can learn to use rituals, too.