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A mage does not have to

A mage does not

have

to be a frail, defenseless pushover once you get past its spells. A rogue does not

have

to be unable to hold its own in a stand-up fight. And so on.

However, by the same token, players get no free abilities for choosing a certain type of character to play. A mage who doesn?t choose the ability list that allows it to deal massive harm to multiple foes cannot throw the gloriously large fireballs that are some common to that archetype. It uses its magic in other ways.

To help tone down potentially game-breaking power plays, I made use of two balancing factors. The first is the advancement system. Character advancement occurs at a rate based on the

actual difficulty

of the encounter. This is to say, you might be fighting a foe ten levels higher than you, but if you take it down in your first move without suffering a single hit, you don?t get very far where advancement is concerned. The problem with power playing is not creating a character that can defeat powerful foes. If that were the case, the person running the game could just throw in stronger opponents, maintaining the challenge and solving the problem.
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