I don't know. Melee characters are always logically going to have more HP than casters, so to balance this a Knight just can't do as much damage as a Sorcerer. A Monk could, if you were to give him not too much health and armor class. Then you could say the small amount of health/ac he has more is to balance against the Sorcerer's utility spells like fly and such.GrayFace wrote:To make fighters more valuable they should just deal more damage. Damage should be more balanced in the game.
But a Knight shouldn't do as much damage, because he's going to have alot of hp. If he didn't, he wouldn't be a Knight.
So I think it wouldn't be easy to balance the damage. And you wouldn't have to, if only you had a way of making the Knight's additional hit points and armor class more useful.
Problem is, the Knight would be just as good as a Sorcerer if it was a solo game. But since you're with a group, his additional hp and ac isn't going to help much if the rest of the group is dieing. Guarding fixes this problem.
Anyway, look at all the group-based games nowadays, and you can see that all of them are using the Guarding-idea. Like in WoW it's called "threat" or "aggro" but it's the same thing.
Yeah. It was a really useful spell, too. But masking a game-balance problem with a spell isn't really the best way to go, especially if the spell cannot even be learned by the fighting characters themselves (although, granted, no one should be without a healer).In original MM's there is one way to use fighter's HP by casting Shared Life.
That's also an interesting ideaAnother guarding-like idea is that characters that used weapon or melee spell (like poison spray, sparks, sharpmetal) should step forward. So, melee characters would be in front line and casters would be in back line. Monsters in front of the party would have better chance of hitting characters in the front line while monsters on the back would have better chance of hitting characters of the back line.
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