The most unbalanced sourcebook in all of 3.5 is the Player's Handbook. In the expanded game, the most powerful classes, the Big Five, are Archivist, Artificer, Cleric, Druid, Erudite, and Wizard. Note that half of those classes are from core. Further, much of their most effective abilities are core as well. Through dozens of additional sourcebooks, and a quintupling of available base classes, only three classes manage to stand at the same level of raw power as the Cleric, Druid, and Wizard.
On the flip side, core melee is tremendously
underpowered in a manner that's been discussed extensively and repeatedly, making this imbalance painful on both ends.
To make the game balanced, you need to do something to bring down the mages and bring up the melee types. To redesign them all manually is a vast amount of work. The simplest way is to simply cut the Gordian knot. See, while the Big Five are broken, the other casting classes are generally fine. Sorcerers, Beguilers, Favored Souls, Psions, all are pretty fair. By cutting out the casters with access to hundreds upon hundreds of spells, the more reasonable classes with access to a few dozen spells remain as more reasonable alternatives. The standard fix for melee types is to bring in Tome of Battle as a replacement. While a fairly normal Wizard walking next to a fairly normal Fighter is horribly unfair and will result in the Fighter being a waste of space at mid-to-high levels, a Psion next to a Warblade is considerably more fair.
Further, banning Wizards does not ban wizards. There are no fewer than eight other classes that can be used to represent a character who is a wizard, without the use of the Wizard class, and literally
any class can represent a character who is a part of the clergy, so cutting the Gordian knot does not hinder any character types, save Artificer which is tough to replace, but that's Eberron-only anyways.
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Originally Posted by Iolaum
Admittedly I don't have big experience with a lot of D&D outside the core books but I don't see how they could get overpowered if the DM keeps them on a short strain. (e.g. Kobolts "happen" to attack the time the Wizard sat down to study his spells or the priest raised his hands on the night sky to pray for spells.)
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This is not a solution in any capacity. If you're deliberately doing this to hinder a player, it's a case of specifically turning to one player and saying, "Up yours." When you
have to pull stunts like that, there's a problem.
Quote:
Originally Posted by snakeman830
C. Eurudites are most often banned because they're psionic (nobody turn this into a "psionics should never be banned" thread)
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It's more that they're ill-defined and don't actually exist; they're just an appendix from the back of Complete Psionic, and they have a lot of cheese available to them.
Quote:
Originally Posted by Iolaum
Well that just reminded me of the debate I often had with my DM's as wizard - which spells I had access too. The fact that was starting as 5th level wizard didn't make me know 14 2nd level spells for example. Usually, when starting as 5, I d knew about 5 or 6 2nd level spells.
Note here that we house-ruled away the rollplaying rule 2 new spells per level. A wizard learns spells by studying arcane magical writings, ie spellbooks, and scrolls. That way when there was a scroll on the loot it was merely a useless levitate scroll but a scroll that would enable the wizard to learn the spell (making it more fun) - and of course the PC was restricted enough so the DM had control over him. (Imagine trying to buy a scroll of fireball from the mage guild of the city and them offering Protection from Energy ...)
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The DM does not have control over which spells the players have access to without usurping the rules, as players are allowed to spend their gold however they please within the constraints of city wealth, and there
are rules on the pricing of spells. Copying a spell to your spellbook costs 50g*spell level, which is a very low price and allows the Wizard to attain hundreds of spells.
If the DM does take control of the Wizard's spell access to maintain balance, that means the DM has to do it manually and balance is not available by default rules, and that the DM has to put every spell the Wizard seeks to acquire on a scale first and decide whether it's balanced or not on the fly, which is a bad thing. It oftentimes results in the Wizard saying, "I spend my money in a perfectly legal manner and spend the afternoon learning another spell," only to have the DM respond with, "No, I refuse to allow you to take that perfectly legal action," whether by refusing to provide a place to acquire the desired spell, or forcibly interrupting the Wizard's study, and oftentimes leads to the blatantly unfair situation of refusing to allow the Wizard to legally purchase a 200g service while dropping a 20,000g sword in the beater's lap.
Quote:
Originally Posted by Iolaum
I m not arguing that Wizards are as balanced as a Fighters, I m just saying I do not see/understand why people are so dead set against Wizards and Clerics being in their campaign. They may be right, I m just asking to learn more about it since Wizard has always been my favorite class.
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Fighters are
not balanced, either. They're hideously underpowered without
extreme twinkery after the first few levels, and largely form the flip side of the game balance problem.