Quote:
Originally Posted by Dave Crowell
I don't always find high STR wizards to a problem in game play per se, it is more that they are conceptually a bit odd. My vision of wizards is generally psysically unimpressive.
And there certainly are plenty of effective tactics for spellcasters that do not depend on particularly high ST.
|
Good point on non-ST-based effective tactics,... and, Wizards generally ARE an odd and mysterious bunch; from a temporal perspective, that is.
On a completely different point not related to the above post:
Let us not forget that regardless of the character-type in play. EVERYONE MUST be able to Dodge falling rocks, Jump over 1 hex pits (and roll to grab the other side!), Climb a rope without falling every time, and help shove against the wooden-door which the beasties are trying to burst through, etc.
Inadvertently inviting the creation of an out-of-balance Missile-Spell-Cannon by shifting to an IQ-based Magic-system may seem to imbalance the game at casual first-blush, but take that same "Spell-Cannon" down into in the labyrinth and play-test him as a Character - don't worry, he won't last long - as he may drown if he falls into a pool of water, or has to climb some rocky slope, or down a rope to get to level 2, or a Goblin-child throws a rock at his pointy-hatted head as he tries to stay atop his horse, which he tends to chronically fall-off of every time the bad guys show up to engage him on the adventure road - as he failed to take the talent of Horsemanship.
So how a new rule affects Combat can be tested on the MELEE arena map,...
BUT, it is THE CHARACTER who is making use of that same combat-rule, who is being tested and proven for play-ability down IN THE LABYRINTH - where he will likely die if he is not well-rounded regardless of how intensely-deadly he may be in the vacuum of an isolated Melee contest.