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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="Cadfan" data-source="post: 5805848" data-attributes="member: 40961"><p>In a "combat as war" game, much of the interaction with the enemy takes place outside of combat, where there may be the ability to rest before actual combat begins. For example, if your "combat as war" scenario takes place over a three month interval culminating in a final battle, the choice between casting in combat or before combat ceases to exist. And in that interval, the spellcaster's teleport spells, scrying, ability to create or destroy terrain, ability to magically manipulate people, etc, will come in a lot more useful than the fighter's big strong arms.</p><p></p><p>Additionally, at higher levels, the spellcaster is going to have more spells by far than there are rounds in the typical combat. The ability to cast those spells in advance, and still have them around once battle begins, lets them front load themselves and essentially get more actions per combat than non spellcasting characters. In the first round of battle, before initiative has even been rolled, there is the potential for the spellcasters to have accomplished more than the non spellcasters will accomplish by the end of the fight.</p><p></p><p>At best, the DM can mitigate things slightly by using non-rules based options like letting the Fighter have followers he commands, or the Rogue have a thieves guild, while not letting the Mage have a tower.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 5805848, member: 40961"] In a "combat as war" game, much of the interaction with the enemy takes place outside of combat, where there may be the ability to rest before actual combat begins. For example, if your "combat as war" scenario takes place over a three month interval culminating in a final battle, the choice between casting in combat or before combat ceases to exist. And in that interval, the spellcaster's teleport spells, scrying, ability to create or destroy terrain, ability to magically manipulate people, etc, will come in a lot more useful than the fighter's big strong arms. Additionally, at higher levels, the spellcaster is going to have more spells by far than there are rounds in the typical combat. The ability to cast those spells in advance, and still have them around once battle begins, lets them front load themselves and essentially get more actions per combat than non spellcasting characters. In the first round of battle, before initiative has even been rolled, there is the potential for the spellcasters to have accomplished more than the non spellcasters will accomplish by the end of the fight. At best, the DM can mitigate things slightly by using non-rules based options like letting the Fighter have followers he commands, or the Rogue have a thieves guild, while not letting the Mage have a tower. [/QUOTE]
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