Why do wizards ruin every RPG ever tg?

Why do wizards ruin every RPG ever tg?

Because they are played by fa/tg/uys

Try not playing D&D.

Because in LotR, wizards were recognized as being unfairly overpowered and so were something that normal men couldn't be.

Other fantasy settings' failed to recognize that letting players either be a mundane warrior or a fantastically powerful mage that can warp reality was always going to cause a tremendous imbalance in the agency of different party members, and that failure has damaged fantasy RPGs irrevocably.

In Mythras Magic Users are only OP if you as the GM make the Cult that way, since Magic and Game Balance are in your hands.

In Mage... Yeah, but it's Wizard on Wizard Violence, so it's all ok. When everyone is wizard, no one is. Plus, the whole point is that wizards ruin everything for everyone everywhere.

In Dark Sun the Arcane Warlords/sorcerer Kings that put a stranglehold on civilization are AWESOME. They fuck everything up and that's the best part!

In Eberron it's technically Artificers that ruin everything, when it's not political backstabbing, one of the several Tyrannical rulers trying to claim new territory, or one of the many, many, Eldritch Horrors from the three different planes that are trying to destroy the Material Plane.

Fuck off Gygaxx, 3.5 was because you kept a spellcaster down for too danm long, even after you died.

Without the other guy, Wizards today would never have Magic Missile.

This.
But also this causing this .

>Spellcaster in Conan

Die a horrible gibbering death going insane. Or live forever insane. Magic is strong in Conan, but it better be because you lose your sanity using it.

If you want to be great, you go insane. But there are examples of hedge mages who are mostly okay. Just keep the power level down guys.

Source; My ass. Don't play with magic in conan.

Because "magic" is never clearly defined enough to have actual limits.

>D&D 3.5e is "every RPG ever"
Fuck off

Because you think Pathfinder is every RPG ever, probably.

The trouble with most magic systems as I see it... is that they usually fail to accept interaction with mundane elements, to the point that you have to specialize with them to interact.

In 5e D&D, when someone casts a spell, there's a pretty good chance it's going to go off, except when their opponent has specifically invested in Counterspell, which often feels too "cheap" if the DM does it. Worse, the only answer to Counterspell is to use your reaction to cast your own Counterspell on the first one, which just lends itself to the worst kind of mechanic: one that can only be beaten by itself.

Even the Mage Slayer Feat is only focused around shutting down, specifically, Concentration-based spells, and anyone heavily invested in casting those is going to take the War Caster feat, which brings the concentration roll back to a basic state of one roll against a Mage Slayer. It does nothing to stop a Fireball from going off, it just gives the fighter an extra hit or two on the wizard when he does it.

Instead, if Spellcasting does all of this, there needs to be multiple answers to what they do.

Nullification, prevention, protection. Stuff that provides more of an interaction and back and forth than what we've been given, and non-magical answers as well. Hitting someone with a sword with the intent to disrupt casting should absolutely be a part of the game.

>Do wizards ruin EVERYTHING?
FTFY and Yes.
t. Abel Christ lord and savior.

Because magic makes it such that players barely have to have any real hardship. Journeying through a barren wasteland and have to keep track of rations? Nah, just cast create food and water or goodberry, everything's fine! Players have any sort of condition that could negatively effect them (blindness, diseases, etc). Don't worry about a side quest to find a cure, just use greater restoration! Players willingly use a cursed item? No such thing as consequences, just cast remove curse and get rid of the item! The innate use of magic itself isn't a problem, but there's just so many spells that negate any inconvenience, and don't even require being that high level. And if you declare such spells don't exist in your campaign, then you're an asshole.

I didn't really believe the whole "hurr durr don't play dnd" meme before, but after thinking that all through it's starting to make sense.

That's wrong though. It has little to do with Tolkien and everything to do with the scaling of Magic-Users in early editions being fucked. It's the classic linear warrior vs. quadratic mage, except unlike in modern editions Magic-Users started off almost completely useless (d4 hp, no armor, slow levels, only one new spell per level) and the assumption was that if your character died you'd get a new one up to 5 levels lower. But if you managed to make one survive for a while, the system over-rewarded you with increasingly more and better spell slots per level.

Come 3e, the designers thought about that as a feature rather than a bug, and we get the infamous caster supremacy, worsened because the math behind martials was fucked beyond belief, and they needed to be stacked with magic items to work even roughly as intended.

5e does some effort to fix the problem, but all their attempts to slay the sacred cows during the playtests get met with screeching fits of 3aboo rage

I don't ruin my DMs setting... you've just got to play them responsibly. It can be done.

Because GMs don't know how to increase scope or scale the setting up to match the player's capabilities. Also D&D players are allergic to allowing martials have interesting things to do in combat and refuse to implement mechanics that would give them more flavour in combat besides 'I wack this dude in the face.'

The real question should be, 'why are martials so mechanically boring?'

>5e does some effort to fix the problem, but all their attempts to slay the sacred cows during the playtests get met with screeching fits of 3aboo rage

You mean like when the developer had a hissy fit about people hating Vancian casting that they changed the results of a poll so they wouldn't have to get rid of a sacred cow?

It wasn't the screeching fanboys that ruined 5e. It was the developers who refused to get rid of sacred cows the majority of their fanbase didn't want.

This.

Hell, most of the fans actually liked some of the positive changes. The Martial Dice Fighter in particular was something most fans agreed was pretty great.

Except it got removed as soon as 5e went into closed playtesting because Mearls was still pissed he was forced to put it in.

Because they'd rather you be playing MTG, which brings in way more money than any RPG ever could.

Who forced him, the fans?

Pretty much. The playtest Fighters pre-martial dice were atrocious, even by D&D standards, and the fans were getting pissed because we just kept getting spellcaster test shit rolled out week after week.

So any post he made on the playtest forums were invariably bombarded by people asking where the Fighter material is, so he finally gave in and tossed out the Martial Dice Fighter, which everyone liked.

And he was still pissed about it because the instant it went into closed testing, it was removed for "lack of support" and later replaced with the far shittier Battlemaster Fighter we have now.