The Little Raven
First Post
ProfessorCirno said:No, they're not flat and present mechanics. They're add-ons.
The only mechanics that matter are the ones forced upon you. Gotcha.
ProfessorCirno said:No, they're not flat and present mechanics. They're add-ons.
Mourn said:The only mechanics that matter are the ones forced upon you. Gotcha.
ProfessorCirno said:Quite frankly, yes. Unless you want to claim fighters are the same as wizards because they can also learn rituals.
JohnSnow said:I see. So in spite of a plethora of available feats, clearly you would argue that all fighters in Third Edition are the same.
Because, after all, those are just choices they get to make, not real (i.e. forced) mechanics.
Similarly, all 3e clerics are the same because the only difference in them are domains and spell choice. And none of those are default features either.
Or is that somehow "different?"
Majoru Oakheart said:There was an entire thread about this before...but the short form is that "creative solution" is another term for "broken" or "hard to adjudicate in game".
In almost every case where a "creative solution" was used, it essentially was an abuse of a power in order to gain benefit WAY beyond its intended purpose.
Even just the above examples can be translated to:
Illusion over a pit: I get the ability to craft an instant, free trap that using the skill rules for trapmaking would have taken multiple days and lots of gold to build. Using the skill rules it would have had a DC 15 to spot that it was a trap, but because it is an illusion, there is no roll at all. Everyone just automatically fails. I gain much better benefit than if I had spent a bunch of skill points instead of one spell.
Throw rope and animate it: Wow, using Animate Rope to entangle someone. That seems a creative use for a spell that animates rope to entangle someone. And infinitely more creative(and useful) than, say, using Tasha's Hideous Laughter to completely incapacitate an enemy.
Transmuting Rock to Mud: Frankly, this isn't creative use of a spell that's specifically designed to do this...so it's not abuse at all.
Summoning a creature to find traps: Here's one. I'll have a 100% chance of finding traps with almost no danger to us OR the ability to summon a monster to help in combat. And it'll be just one of a bunch of abilities I get. Meanwhile, you rogue have a 50% chance of finding and disarming the trap and it might blow up and kill you and it'll be most of your classes entire purpose. Don't worry, I'm not more powerful than you, I'm just the one who comes up with "Creative Solutions".
I'm with Cirno on this one.ProfessorCirno said:No, I'm saying that all baseline fighters are the same. FROM THERE, they do things to make themselves stand out amongst one another.
Likewise, all 4e baseline clerics are the same. They can, FROM THERE, choose to make one another stand out.
I'm just dissapointed they don't stand out right from the start, as I would think your choice of alignment/deity should be *very* important. I can't quite grasp why clerics NEED to have a god of that god doesn't affect their baseline or even give them their powers.
Nifft said:I'm with Cirno on this one.
It's odd that Warlocks have to make a significant choice in which Pact they make, but a Cleric's divine devotion doesn't derive discernible differentiation.
Cheers, -- N
Retarded is insisting that wizardry is the only form of magic in D&D, when obviously it is not. Apparently combat wizardry focuses around manipulation of elemental forces, plus a smattering from other areas of magic. Excellent. By not giving everything and the kitchen sink to one class, we open up the game for other classes.Andor said:This is pretty much retarded. Magic is the technology of D&D. If all the most brilliant minds of every race have spent thousands of years studying magic and haven't come up with better ways to do things, then Wizardry is a complete and utter waste of time.