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<blockquote data-quote="Teulisch" data-source="post: 7506922" data-attributes="member: 6776022"><p>D&D is about objectives. the most common 3 solutions are combat (damage), stealth, and social. so while party A may fight the goblins, party B may sneak past them undetected, maybe using poison or sleep spells at times where stealth is impossible. and party C will use their insanely high charisma to try to talk everyone to death (bards, paladins, sorcerers, warlocks, swashbuckler rogues). </p><p></p><p>the real problem is that at some point we moved away from the 'get treasure' ideal of 1e, and towards a 'kill everything for xp' style of game instead, where advancement (and thus treasure) is only ever a reward for murder. or worse yet, the entire game becomes a single 'save the world' quest with no room for anything else at all, the direction that many new modules have taken. you get more of the behavior that you reward, and less of any other behaviors. the modern D&D game often rewards only defeating combat encounters. </p><p></p><p>in older editions, 'trap' choices were intentionally built into the system. these days they are much less common, but some do still exist. some spells can be very situational. a lot of spells are about area control- fog cloud and grease, for example. they work better in confined spaces, where they can have a larger impact on the terrain. in a large open field, they cease to be meaningful spells because anyone can just go around them. it all depends on the context of the game. in this way, utility spells are useless if all you ever do is combat, but incredibly valuable when you get to be creative with their use.</p></blockquote><p></p>
[QUOTE="Teulisch, post: 7506922, member: 6776022"] D&D is about objectives. the most common 3 solutions are combat (damage), stealth, and social. so while party A may fight the goblins, party B may sneak past them undetected, maybe using poison or sleep spells at times where stealth is impossible. and party C will use their insanely high charisma to try to talk everyone to death (bards, paladins, sorcerers, warlocks, swashbuckler rogues). the real problem is that at some point we moved away from the 'get treasure' ideal of 1e, and towards a 'kill everything for xp' style of game instead, where advancement (and thus treasure) is only ever a reward for murder. or worse yet, the entire game becomes a single 'save the world' quest with no room for anything else at all, the direction that many new modules have taken. you get more of the behavior that you reward, and less of any other behaviors. the modern D&D game often rewards only defeating combat encounters. in older editions, 'trap' choices were intentionally built into the system. these days they are much less common, but some do still exist. some spells can be very situational. a lot of spells are about area control- fog cloud and grease, for example. they work better in confined spaces, where they can have a larger impact on the terrain. in a large open field, they cease to be meaningful spells because anyone can just go around them. it all depends on the context of the game. in this way, utility spells are useless if all you ever do is combat, but incredibly valuable when you get to be creative with their use. [/QUOTE]
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