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20th level Sorcerer vs the world
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<blockquote data-quote="Benjamin Olson" data-source="post: 8175532" data-attributes="member: 6988941"><p>I think a fundamental issue with debating "who would win" one on one fights in a game with a heavy dose of random chance and endless variables, is that all manner of builds, tactics, etc. that usually would work and are strong in actual play get passed up in favor of edge-case, broken, overbuilt "will always work exactly this way" tactics, and then it becomes a matter of debating the hyper-specific responses to overly specific strategies.</p><p></p><p>A build in this context can't just have very good stealth that would usually work and be fun for actual play, it has to have +87 stealth, by collecting every possible weird boost, and then the response has to be "well my guy will just have the spell-of-always-seeing-stealth-things, even with +87 bonuses", so then the build needs the spell-of-not-being-seen-even-by-the-spell-of-always-seeing-stealth-things. A rules argument then generally proceeds.</p><p></p><p>At one point we had a build here that (briefly) had spent a feat on making the Sorcerer proficient in Intelligence saves. For actual play that is one of the singularly worst uses of <em>a feat</em> I can imagine. Saving throw proficiency is always a boring use of a feat, but this combines that blandness with picking a saving throw so uncommon that most 5e characters will probably never be asked to make one. But one of the very few things it would help with is Feeblemind, a situational spell itself rarely worth having prepared for regular play that just happens to be a borderline win button against an unprepared Sorcerer. Of course the intelligence saves thing was just a belt and suspenders approach because the problem was already solved by using the Sorcerer's 9th level spell slot to Wish for Mindblank most days, itself one of the most boring of all high level spells and one usually unnecessary for actual play.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8175532, member: 6988941"] I think a fundamental issue with debating "who would win" one on one fights in a game with a heavy dose of random chance and endless variables, is that all manner of builds, tactics, etc. that usually would work and are strong in actual play get passed up in favor of edge-case, broken, overbuilt "will always work exactly this way" tactics, and then it becomes a matter of debating the hyper-specific responses to overly specific strategies. A build in this context can't just have very good stealth that would usually work and be fun for actual play, it has to have +87 stealth, by collecting every possible weird boost, and then the response has to be "well my guy will just have the spell-of-always-seeing-stealth-things, even with +87 bonuses", so then the build needs the spell-of-not-being-seen-even-by-the-spell-of-always-seeing-stealth-things. A rules argument then generally proceeds. At one point we had a build here that (briefly) had spent a feat on making the Sorcerer proficient in Intelligence saves. For actual play that is one of the singularly worst uses of [I]a feat[/I] I can imagine. Saving throw proficiency is always a boring use of a feat, but this combines that blandness with picking a saving throw so uncommon that most 5e characters will probably never be asked to make one. But one of the very few things it would help with is Feeblemind, a situational spell itself rarely worth having prepared for regular play that just happens to be a borderline win button against an unprepared Sorcerer. Of course the intelligence saves thing was just a belt and suspenders approach because the problem was already solved by using the Sorcerer's 9th level spell slot to Wish for Mindblank most days, itself one of the most boring of all high level spells and one usually unnecessary for actual play. [/QUOTE]
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