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kingcom
Jun 23, 2012

Polo-Rican posted:

This all makes sense to me - I imagine how much of a problem this is depends a lot on the player group. If you're really into the role-playing aspect, I think it can be "fine" if a member of your party is overpowered - to use Lord of the Rings as an example, yeah, Gandalf is supremely overpowered and single-handedly dominates a lot of encounters the Fellowship has, but would that make me "angry" if I really wanted to play as Gimli? For players that are more into the serious gaming aspect though, yep, it could be annoying to have opportunities "taken away" from you by an overzealous wizard.

I guess it boils down to whether or not the players have a competitive mindset ("I want to score a lot of kills") or a truly cooperative mindset ("it's great that this wizard is here to protect my halfling!").

I think this is a bit of a disingenuous argument your making, I don't think many people are playing the game from a competitive mindset, everyone is there to work together and have a good time for the most part but the system actively encourages this split by the amount of math and combinations you need to be building and pulling at to optimize yourself that it just naturally creates a divide between people who enjoy that stuff and people who glaze over at it.

Someone said it in the thread (arivia i think?), D&D isn't good at emulating lord of the rings or any of the traditional fantasy media you could mention. Its good at being D&D where wizards are god kings that are considered to be equals to people whose entire skillset is 'swings a sword well'.

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SettingSun
Aug 10, 2013

Using Gandalf as an example of OPness is interesting, and doesn't really fit into DnD at all. He's literally an angel sent by God to counsel the people and not to use his considerable force against them nor Sauron. He uses his magic only as a last resort and never directly against Sauron, as God expressly told him not to.

In DnD he'd be the NPC you create to lead newbie PCs around and get them out of jams and then extricate him when you felt like the PCs could take care of themselves. Definitely not a wizard.

Deified Data
Nov 3, 2015


Fun Shoe
I think a surprisingly large amount of people play DnD with a competitive mindset.

At least half the games I find myself in almost always have a "how can I be the MVP of this table" guy.

Hidingo Kojimba
Mar 29, 2010

Nitrousoxide posted:

At least a couple head people at Wizard agree.

https://twitter.com/JeremyECrawford/status/510452657241079808?ref_src=twsrc%5Etfw

My plan is to make use of throwing them, disarming, and constantly switching up my weapons mid combat like:

https://www.youtube.com/watch?v=WVgiu0p-qpU&feature=youtu.be&t=2m8s

So I don't think I'm being too min-maxy.

Yeah, I've never had to worry about a Monk being too min-maxy in 5e. Heck, last game I ran that had a Monk I basically let them benefit from Exalted's stunt system in terms of the amount of leverage I gave the player to do poo poo like wall-running, leaping attacks/grapples on mid-air opponents etc. Didn't hurt the game at all.

Turtlicious
Sep 17, 2012

by Jeffrey of YOSPOS

Deified Data posted:

At least half the games I find myself in almost always have a "how can I be the MVP of this table" guy.

It's more that certain players think they're being entertaining, and don't realize that they're detracting from the experience of the whole. They want to be the MVP because they want to be funny and cool to their friends, and by making a hyper competent character, they think they can do that.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
Plus it's very rarely fun to suck consistently.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Rip_Van_Winkle posted:

Option 1: certain spells need to just go away or be reduced in effectiveness because they're just too good at breaking narratives wide open. This shows up in video game implementations of D&D all the time - they remove spells that the game just cannot account for. They have no way of meaningfully interacting with most divination spells because they're too open-ended. Long-distance teleportation spells are limited to plot contrivances. Terrain-modifying spells and physical stuff often just don't exist, so no phasing through walls or reshaping dungeon corridors or any of that. Mind-controlling spells are temporary and mostly just make people fight for you. High-level summoning spells like Planar Binding are limited to simple effects that help that just get extra dudes to kill stuff for you instead of completely changing the way you approach challenges. Plus, in combat, all the bookkeeping is done by the computer, so having extra creatures around doesn't slow things down as much.

In games like that, casters don't feel quite as broken because they've had their broken-est parts removed. They're still incredibly powerful, but they're limited to making numbers go up and down like everyone else, instead of removing the need to make those numbers go up or down in the first place.

It's time consuming, but that's basically the way to do it. Go through the spell list and remove/alter the spells that allow casters to play a completely different game that doesn't involve rolling dice - which barring early game nukes like Sleep, it's like half the spell list 4th level and above.

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:

Hidingo Kojimba posted:

Yeah, I've never had to worry about a Monk being too min-maxy in 5e. Heck, last game I ran that had a Monk I basically let them benefit from Exalted's stunt system in terms of the amount of leverage I gave the player to do poo poo like wall-running, leaping attacks/grapples on mid-air opponents etc. Didn't hurt the game at all.

This is the good way to deal with the caster imbalance. Don't make playing magic classes suck, make the other classes fun and give them some agency.

Elector_Nerdlingen
Sep 27, 2004



rumble in the bunghole posted:

Plus it's very rarely fun to suck consistently.

Not if you're ROLEplaying instead of ROLLplaying :suicide:

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal

AlphaDog posted:

Not if you're ROLEplaying instead of ROLLplaying :suicide:

I haven't been fair to the interesting stories like Chad Jöckhardt, the average Rogue Wizard who died on the way to the volcano laboratory. Good stats and abilities may let you influence the story and have interesting decisions, but you can make several jokes with low stat guys.

his sister Cindy had much better stats and survived the whole way. I like what I've seen of Tunnels and Trolls a fair bit

Babylon Astronaut
Apr 19, 2012

Kaysette posted:

This is the good way to deal with the caster imbalance. Don't make playing magic classes suck, make the other classes fun and give them some agency.
That was the idea for the 3.x tomes.

I like when they give fighters some good save or die abilities. Sucks that a sleep spell works, but you can't choke someone out.

Gort
Aug 18, 2003

Good day what ho cup of tea
The other thing with a character like Gandalf is that he's interesting to read or watch in a movie, because who doesn't want to see elderly Jesus analogue having a Conan-style knock-down-drag-out with Diablo?

However, RPGs, movies and books are very different media, despite the amount of cross-pollination of ideas. In a book there's nothing wrong with leaving three-quarters of the cast to one side for hours while you pursue the ins-and-outs of a particular character. In an RPG, that's lovely GMing where most of the players are sat there doing nothing while you give the spotlight entirely to one.

Serperoth
Feb 21, 2013




bewilderment posted:

If you were doing the co-operative thing you'd be playing a system better suited to do that. If you chose to play DnD then the assumption/goal (which the actual rules may fail) is that everyone is able to contribute equally.
There are plenty of games that are built so that power imbalances like that work fine (or, at least, better) - e.g. in the Buffy RPG, cool people like Slayers and Vampires are buff and have higher stats, but regular people get more Fate points (or whatever they're called) to spend so they can get a 'lucky break' or affect the plot more often.

I also like asymmetrical competence. You're good at what you do, but what you do isn't all the game. 4e does this by not tying power source to role and competence. There's an arcane tank, for example, an arcane Leader, and multiple (unless I'm mistaken) arcane damage folks. In SWRPG you CAN spend XP and raise skills etc to be a better pilot, but the piloting-focused classes/specs have more specific talents that would be very expensive for you to get.
It does have the issue of being less useful if there's no piloting, but, well, it's Star Wars, if you don't have space stuff in Star Wars, you better have told your players beforehand at the VERY least.

Maybe they could untie the schools from the class? Sure, you can turn people into T-Rex very well if you're a Transmuter, but you're MUCH worse at summoning stuff, or shooting fireballs. Wouldn't make Polymorph, or Fly, etc WORSE, but it could make Wizards (for one example) a bit more linear. It's just a spitball though.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Serperoth posted:

Maybe they could untie the schools from the class? Sure, you can turn people into T-Rex very well if you're a Transmuter, but you're MUCH worse at summoning stuff, or shooting fireballs. Wouldn't make Polymorph, or Fly, etc WORSE, but it could make Wizards (for one example) a bit more linear. It's just a spitball though.

They kind of tried that in AD&D as far as being a Specialist Mage, but it didn't really work as far as locking out two schools to be good at one still leaves another five other spell schools that you're "okay" at, and that still quite a bit of versatility.

You could probably do something like "pick a school, can only cast spells normally from that one school", but then you run into the problem of some schools not really having a lot of gameplay applicability, such as Divination.

Which brings us to the larger point that the spell schools aren't really tailored/geared for gameplay applicability.

As Rip_Van_Winkle said, the Baldur's Gate games are kind of better on caster supremacy because they tore out a lot of spells when porting them to the PC. I'd say most of these were just because they were impractical to try and model in a computer game circa-1998, but they coincidentally make a lot of sense as far as narrowing down the focus to just what you'd need in a game about going into Dungeons and slaying Dragons.

Like, if I was going to make a dungeon crawler, why the poo poo would I make spells that allow large sections of dungeon to be skipped, right? A 30-foot teleport makes sense as far as being able to get out of melee reach in a pinch or jumping over a chasm, but not "teleport to anywhere you've been to, ever", especially when you can combo it with "scry into any place in the universe well enough that you can use it as a teleport-reference".

At bottom, it's possible to improve this state-of-affairs if you're willing to put enough effort into it, but it's a lot of effort, and applies another layer of bureaucracy and book-keeping between you and the players that they can't just refer to the PHB and instead look at this separate spell list that you've crafted.

Gort
Aug 18, 2003

Good day what ho cup of tea
The trick to making magic-users more balanced and interesting is to eliminate the "wizard" and "cleric" classes and replace them with focused, thematic versions. So you'd have pyromancers, necromancers, ice mages, enchanters, diviners, druids and so on for "wizard-type" classes, while clerics can be delineated by the theme of their god.

Much more interesting than just cherry-picking all the best spells from a giant list, with no theme at all.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
That would also come with the benefit of giving you a "flatter" class progression:

Firebolt at level 1, Flamestrike at level 2, Pyroblast at level 3, Fire Shield at level 4, Supernova at level 5, Hot Foot at level 6, and so on and so forth

Frostbolt at level 1, Ice Slick at level 2, Ice Block at level 3, Blizzard at level 4, Ice Blast at level 5, Ice Lance at level 6, and so on and so forth

Psychic Horror at level 1, Mirror Image at level 2, Minor Confuse at level 3, Disguising Glamour at level 4, Image Swap at level 5, Phantasmal Stampede at level 6, and so on and so forth

mastershakeman
Oct 28, 2008

by vyelkin
Locking out wizards from different types of spells is just going to result in parties full of specialist wizards.

Honestly a big part of the problem is clerics have a niche that other casters, especially wizards dont fill nearly as well- replenishing hitpoints. I don't think people are as down on clerics setting the pace for a party to recharge healing spells, but wizards wanting to recharge their "kill a dude " spells while the fighter is saying "hey I can keep doing that let's keep going" is a different issue

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
As opposed to right now where parties are not composed of all Wizards because ... ???

Jeffrey of YOSPOS
Dec 22, 2005

GET LOSE, YOU CAN'T COMPARE WITH MY POWERS

mastershakeman posted:

Locking out wizards from different types of spells is just going to result in parties full of specialist wizards.

Honestly a big part of the problem is clerics have a niche that other casters, especially wizards dont fill nearly as well- replenishing hitpoints. I don't think people are as down on clerics setting the pace for a party to recharge healing spells, but wizards wanting to recharge their "kill a dude " spells while the fighter is saying "hey I can keep doing that let's keep going" is a different issue
If everyone is a different kind of wizard, the balance problem is kinda solved, no? I don't want everyone to be the same class but it's cool if everyone casts spells.

Jeffrey of YOSPOS
Dec 22, 2005

GET LOSE, YOU CAN'T COMPARE WITH MY POWERS
Edit: double post

Jeffrey of YOSPOS fucked around with this message at 15:32 on Mar 17, 2017

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



Jeffrey of YOSPOS posted:

If everyone is a different kind of wizard, the balance problem is kinda solved, no? I don't want everyone to be the same class but it's cool if everyone casts spells.

Isn't that what multiclassing does?

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

mastershakeman posted:

Locking out wizards from different types of spells is just going to result in parties full of specialist wizards.
Why?

Please do not take this one sentence reply as a shitpost, I actually want to know your reasoning.

Big Black Brony
Jul 11, 2008

Congratulations on Graduation Shnookums.
Love, Mom & Dad
I'm on the camp for giving other non spell casters more options. I know it doesn't solve the bending narrative/world issues, but it makes it more than, "I hit".

Also anyone have good advice/resources for running gridless combat? I've so far worked on breaking the battle area into zones, and telling my players to keep track of enemies via a color designation. So 3 goblins is red/blue/green or whatever. Any feed back, experience, or reading is appreciated.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world

Gort posted:

The trick to making magic-users more balanced and interesting is to eliminate the "wizard" and "cleric" classes and replace them with focused, thematic versions. So you'd have pyromancers, necromancers, ice mages, enchanters, diviners, druids and so on for "wizard-type" classes, while clerics can be delineated by the theme of their god.

Much more interesting than just cherry-picking all the best spells from a giant list, with no theme at all.

If you can cast firebolt at will, burning hands every encounter, and fireball every day, you're A) not any weaker than someone with at-will firebolt, per-encounter glitterdust, and per-day haste and B) still stronger, more important, and more capable of dictating the pace of play than fighters and rogues are.

You just give martial characters powers that are comparable with spells both in terms of effect and use limits. Then you don't need to make every wizard a pyromancer or illusionist, and at the same time don't need to make every fighter an archer or acrobat.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Ferrinus posted:

If you can cast firebolt at will, burning hands every encounter, and fireball every day, you're A) not any weaker than someone with at-will firebolt, per-encounter glitterdust, and per-day haste and B) still stronger, more important, and more capable of dictating the pace of play than fighters and rogues are.

You just give martial characters powers that are comparable with spells both in terms of effect and use limits. Then you don't need to make every wizard a pyromancer or illusionist, and at the same time don't need to make every fighter an archer or acrobat.
Part of the issue with magic is that if you're "guy who does magic" then it's hard to put limits on that. If you're "guy who does fire magic" or "guy who does necromancy" then the Wish issue never comes up, because even if there is a Wish spell out there it's not like any of your players are playing the Wish magic dude. And if you do want to have a Wish magic dude you can build a class around balancing that instead of trying to fit it into the same framework as "guy who shoots icicles".

Yes the second stage of this is to bring the non-casters up to a fun level, but you can't bring everyone up to the wizard's level if the wizard's level is itself indefinable.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
There is no and never has been a "Wish issue".

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Ferrinus posted:

There is no and never has been a "Wish issue".
Thanks, that's super helpful and very much engages the majority of that post and how it relates to the discussion at hand. Good job well done.

Gort
Aug 18, 2003

Good day what ho cup of tea

Ferrinus posted:

If you can cast firebolt at will, burning hands every encounter, and fireball every day, you're A) not any weaker than someone with at-will firebolt, per-encounter glitterdust, and per-day haste and B) still stronger, more important, and more capable of dictating the pace of play than fighters and rogues are.

I disagree. I think a pyromancer not being able to teleport, fly, turn invisible and know the answer to any question is a considerable step down in power (versatility is strength - a pyromancer has to think a bit if he's going to be fighting a dragon or fire elemental, while a wizard just loads up on cold spells, or save-or-suck spells, or charms the dragon, or or or) and a considerable step down in being able to bypass the adventure.

I'm actually partial to merging ranger, rogue and fighter into a single class called "hero" that gets all their stuff and turns into Hercules later on, so no quibbles with the rest of your post.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world

Splicer posted:

Thanks, that's super helpful and very much engages the majority of that post and how it relates to the discussion at hand. Good job well done.

Wish, like Knock, is a meme but not actually a problem.

Gort posted:

I disagree. I think a pyromancer not being able to teleport, fly, turn invisible and know the answer to any question is a considerable step down in power (versatility is strength - a pyromancer has to think a bit if he's going to be fighting a dragon or fire elemental, while a wizard just loads up on cold spells, or save-or-suck spells, or charms the dragon, or or or) and a considerable step down in being able to bypass the adventure.

I'm actually partial to merging ranger, rogue and fighter into a single class called "hero" that gets all their stuff and turns into Hercules later on, so no quibbles with the rest of your post.

That gets into the question of how big any wizard's personal library is and how easily they can swap what they have prepared. Like, in my own example, the wizard who can shoot fire, blind and confuse people, and speed people up can't as-described fly, teleport, turn invisible, or know the answer to any question, either. What he can do, though, is anything at all besides conjuring fire in different shapes.

We've already seen a game - 4e - in which you can put a D&D "wizard" (guy who does Magic, not Fire Magic or Illusion Magic) next to a D&D "fighter" (guy who fights, with a weapon) next to each other and have them perfectly well balanced despite the hypothetical versatility of the former, even after taking the ritual magic system into account. I don't want to play a game that's like 4e but I have to do frostcheese or whatever.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Ferrinus posted:

Wish, like Knock, is a meme but not actually a problem.
The wish problem that I am referring to is that everything in D&D is seen as "magic", and the guy who can do "magic" must obviously be able to do anything "magic", and therefore everything supernatural in the game either needs to be balanced around being player accessible or blatantly unsuitable items get shoehorned into a framework they aren't designed for or, most commonly, you end up with the worst of both worlds, like Wish.

Wish is the epitome of this problem because it can't just be a that massively powerful things can sometimes just owe you a favour, it has to be a spell that does that thing. And since it's a spell it must be something a wizard can cast. And since a wizard can cast it wishes aren't actually all that interesting because "go back in time and make it so Hitler never existed" isn't something you can really allow a player to cast.

That's the Wish problem I was referring to. If you're still insistent on "well actually :smug:"- ing away an interesting discussion if it's done in the context of wish then replace "Wish problem" with "Teleport problem" or "Scry problem" or whatever.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
It's not a problem that the Wish spell exists or the way the Wish spell is mechanized. Neither are Teleport or Scry problems. This stuff just isn't important and only serves to distract from the design problems of 5e.

Like, you know that 4e had long distance teleports and scryings and imprisonments and so on, right? Was there a The Teleport Problem? No, this poo poo doesn't matter!!

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Ferrinus posted:

It's not a problem that the Wish spell exists or the way the Wish spell is mechanized. Neither are Teleport or Scry problems. This stuff just isn't important and only serves to distract from the design problems of 5e.

Like, you know that 4e had long distance teleports and scryings and imprisonments and so on, right? Was there a The Teleport Problem? No, this poo poo doesn't matter!!
Well actually :smug: the lack of coherent design focus for Wizards in 4E, and the controller role in general, still caused their fair share of problems. Obviously not to the same degree.

I'd elaborate but making a statement and giving absolutely nothing to back it up seems to be how this conversation is supposed to work.

Generic Octopus
Mar 27, 2010

Ferrinus posted:

Like, you know that 4e had long distance teleports and scryings and imprisonments and so on, right? Was there a The Teleport Problem? No, this poo poo doesn't matter!!

These were Rituals which had pretty large time/monetary costs for the powerful effects. A 4e wizard can use a class spell to teleport 100 feet; a 5e wizard can use a spell to teleport anywhere on the same plane.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world

Splicer posted:

Well actually :smug: the lack of coherent design focus for Wizards in 4E, and the controller role in general, still caused their fair share of problems. Obviously not to the same degree.

I'd elaborate but making a statement and giving absolutely nothing to back it up seems to be how this conversation is supposed to work.

Wizards did have a coherent design focus. They had lots of AoE powers and lots of soft or hard disables. They were insanely strong, but so were fighters, rangers, warlords, clerics...

Crucially, if wizards only had powers out of their spell list with the "illusion" tag and there was a separate wizard that only had powers with the "cold" tag or whatever it would not improve anything about the game, and in fact tend to force people to play the most distortingly overpowered kinds of wizard rather than positively affect the game's balance any. You are chasing shadows.

Generic Octopus posted:

These were Rituals which had pretty large time/monetary costs for the powerful effects. A 4e wizard can use a class spell to teleport 100 feet; a 5e wizard can use a spell to teleport anywhere on the same plane.

So the problem ISN'T that a wizard who can shoot a fireball can also teleport from place to place, because that would describe a 4e wizard.

Gharbad the Weak
Feb 23, 2008

This too good for you.
It's a little disingenuous to go "See? Teleportation ISN'T a problem!" when the example you're quoting talks about 5e teleportation spells being orders of magnitude more powerful.

Gharbad the Weak fucked around with this message at 18:37 on Mar 17, 2017

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Ferrinus posted:

if wizards only had powers out of their spell list with the "illusion" tag and there was a separate wizard that only had powers with the "cold" tag or whatever
This isn't even close to what people are talking about, and hilariously telling that you think it is.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
I'm being pissy because I put effort into that first post and your reply was lazy <:mad:>

Nehru the Damaja
May 20, 2005

I feel like Battlemaster should kind of be the default goal for martial classes -- the base upon which you build. That is, if your job is hitting things until they're dead, you should be able to hit things with tactically meaningful choices and quasi-magical effects until they're dead without having to be one specific subclass of one specific martial class.

Edit: Unrelated, been talking with DM about switching patrons via story from Great Old One to The Seeker and I'm pretty excited about bringing things to a confrontation with a cult of Tharizdun and dedicating myself to a cold, amoral knowledge-monger.

Nehru the Damaja fucked around with this message at 19:53 on Mar 17, 2017

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world

Gharbad the Weak posted:

It's a little disingenuous to go "See? Teleportation ISN'T a problem!" when the example you're quoting talks about 5e teleportation spells being orders of magnitude more powerful.

People are like, well the same wizard shouldn't be able to teleport and incinerate. But it turns out that they're wrong, because you can easily design a balanced game in which wizards don't need to commit specifically to fire magic or alchemy or whatever. The actual problem is a disparity between classes in terms of access to powerful and usage-limited abilities full stop, not the fact that those abilities aren't more tightly constrained in terms of theme.

Splicer posted:

I'm being pissy because I put effort into that first post and your reply was lazy <:mad:>

The problem is that all your effort was for naught, because you were wrong. Replacing wizards with pyromancers doesn't fix 5E, and it would make an actually good version of 5E, or heck just 4E, worse.

Ferrinus fucked around with this message at 20:15 on Mar 17, 2017

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SettingSun
Aug 10, 2013

Hell I kinda wish my players would do an all wizard party sometime. Every game in every system at least one person is like "man I want to play a caster by we already have a sorcerer and a wizard. I guess I'll play a frontline guy like a fighter." It's like there's an unspoken rule that every D&D party needs to conform to MMO raid compositions.

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