@seraphim73 said in Balancing wizards and warriors:
@arkandel I play character types that I like, not power sets that I like (usually). I often play troopers or pilots in Star Wars games, I played Children of the Light on WoT games, and I play Punisher, Arsenal, etc on superhero games. I do it because I like being sort of "the default," something that helps reinforce the setting. Also, I like having to think of a creative solution rather than just throwing a big fireball. I also enjoy being set up to be JUST THAT AWESOME //despite// not having powers. When the Clone Trooper can drop the Dark Jedi Acolyte because the Clone Trooper is just that badass (and that high level), it's a lot more awesome than when the Jedi can drop the Dark Jedi Acolyte. When Frank Castle figures out a way to take down Abomination, it's a lot more impressive than Hulk doing it.
@greenflashlight said in Balancing wizards and warriors:
"It's not harming a human! It's just throwing a boulder! GRAVITY is hurting the human!"
This one is even easier: "Are you telling me that your character is stupid enough to think that dropping a boulder on that human with the One Power (magic) isn't going to hurt them? Because your character is actually magically bound to not hurt humans with the One Power."
The thing about this is that while that is absolutely a conversation people have at tabletop tables, it tends to be one that doesn't always happen in a MU*. Different GMs have different levels of confidence, and if you're using player GMs, the person loopholing might be their friend, or their main connection for RP for their character, or the GM may genuinely not see anything wrong with 'gaming' the system like that.
And every time a GM says, "Okay, I'll allow it," then that player is emboldened to push again, and other players who saw that work start pushing for their own clever workarounds, and it can become a rancorous process where people are accusing other people of favortism, or cheating, etc.
My preference tends to be to have system defined boundaries, state them clearly, and apply them as consistently as possible. It builds a sense of confidence in people that they understand the rules, and what they can and cannot do, rather than encouraging them always to see what THIS GM will tolerate.