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4/26 Playtest: The Fighter
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<blockquote data-quote="Chaosmancer" data-source="post: 9018576" data-attributes="member: 6801228"><p>So, are you aware that attacking an exaggerated caricature of a persons argument is called "a straw man" and is generally not considered good argumentation? </p><p></p><p>Think on that as you consider why "I want rogues to do supernatural things like steal from someone who's watching them" isn't really countered by "it isn't hard to imagine some people will want rogues to duplicate Wish on a skill check"</p><p></p><p></p><p></p><p>1) Eyebite isn't ignored, it is a great and plenty powerful spell. </p><p></p><p>2) It has a save, but other than that... it does just work.</p><p></p><p></p><p></p><p>So... literally any damage spell that does damage on a miss is bad? I mean, I'll agree Wall of Force is a problem, but all spells that deal damage on a miss aren't bad spells. </p><p></p><p>Heck, Counterspell "just works" so it would be a bad spell, but you are bringing it up as a neccessary counter that fireball bypasses.</p><p></p><p></p><p></p><p>Um.... no? Misty step isn't unbalanced to begin with. It is an incredibly versatile movement ability, but it is not even close to broken. And making it so you can't move? That is insanity. It is only a 30 ft teleport. That means that you are still in range for any enemy to run over and hit you. You can't do anything clever with the spell, you are only going to use it in very limited circumstances which will make it so niche as to be pointless. </p><p></p><p>And Teleport is NOT designed well. A chance of failure is all well and good, but Teleport's mishap can quickly turn into a grinder that TPK's the party with no save. I mean, literally, all you need is for the villain to have layered an illusion or planted a false clue. Then they have a 50% chance of taking damage, with a new roll for a 50% chance to take damage. It would be far better designed if mishap wasn't an option, and you just ended up somewhere random, instead of risking grinding the party into dimensional paste.</p><p></p><p></p><p></p><p>And how is Find Familiar poorly designed? Oh, because losing the 1 hp familiar doesn't ruin your character hard enough. Good Lord, just remove the spell from the game, because if it carried that sort of risk, there would be zero point to familiars. They'd just be flavor because you could never risk them leaving the camp. </p><p></p><p>And scrying is not a well-designed spell either. First off, scrying a location always works with 100% accuracy, which breaks your rule. But secondly, it only lasts 10 minutes. DM's don't tend to be jerks about it, but you get 10 minutes out of someone's day and you may learn... nothing. And you don't cast scrying when in a dangerous situation, so if you fail, waiting til tomorrow is usually painless and meaningless for any plot.</p><p></p><p></p><p></p><p>Right, I don't think many people have a problem with the inherent magic, I think when they say "no magic" they are talking spells. Which is why I avoid calling it magic, because it gets confusing to have magic that isn't magic. Which is what inherent magic IS. It is just special physics that we call magic so people don't start harping about it makes no sense.</p><p></p><p></p><p></p><p>You didn't say True Ressurection either. You said "<em>"My deity saw my faith and answered my prayer. With divine intervention, they were able to heal."</em>" If you meant True Ressurection... why didn't you say it? You just left it free to interpretation, and only NOW are you having a problem with the interpretation. </p><p></p><p></p><p></p><p>Sure</p><p></p><p></p><p></p><p>False. Like "the real world disagrees with you" levels of false. </p><p></p><p></p><p></p><p>So, how did Doctor Frankenstein bring the stitched together corpse of Adam to life? It wasn't magic. It wasn't lightning in the original book. So what happened? </p><p></p><p>You are just forcing this to be magic... because you insist it needs to be magic. But you aren't understanding the difference of the physics of the world. Magic as "background radiation" means that EVERYTHING is magic. There is no "non-magical thread" because the thread exists in a world where every living thing is bombarded by magical energy since conception. The difference we call "magical" and "non-magical" is purely a matter concentration. </p><p></p><p>And again, this whole thing reeks of an issue with Western Fantasy. The TOOLS must be special, because the person cannot be. Well, to heck with that. Why can't the person MAKE the tools special? Why do I need magical thread to do what I can do through my mythical levels of skill? The original conceptions of magic were BASED in skills. They were "you learned the skills and art to do this amazing thing" This is where wizardry comes from, it is a learned skill. Yet even at the highest levels of skill, you insist on making it about magic. Because yes, "he's that good" CAN work as an explanation for a mechanic in a game where people ask immersive questions. They just have to be willing to realize that the physics of a mythical land aren't real world physics. </p><p></p><p></p><p></p><p>Come off it. No, more limitations and punishments do not mean you "actually have to use your brain." It means you do less. The bigger the risks, the fewer chances people take. It doesn't lead to creativity, because creativity is a risk. It leads to rote, practiced, guaranteed things. </p><p></p><p>Trust me, I get annoyed that casters can easily pull out solutions, but that's mostly because they are the only ones who can. The risk of failure is large enough people look to the guaranteed option of spells, and that is frustrating because I want other options. Not because I want to make spells so painful and unreliable that we are forced to go with other plans. Because that's just as bad and boring.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9018576, member: 6801228"] So, are you aware that attacking an exaggerated caricature of a persons argument is called "a straw man" and is generally not considered good argumentation? Think on that as you consider why "I want rogues to do supernatural things like steal from someone who's watching them" isn't really countered by "it isn't hard to imagine some people will want rogues to duplicate Wish on a skill check" 1) Eyebite isn't ignored, it is a great and plenty powerful spell. 2) It has a save, but other than that... it does just work. So... literally any damage spell that does damage on a miss is bad? I mean, I'll agree Wall of Force is a problem, but all spells that deal damage on a miss aren't bad spells. Heck, Counterspell "just works" so it would be a bad spell, but you are bringing it up as a neccessary counter that fireball bypasses. Um.... no? Misty step isn't unbalanced to begin with. It is an incredibly versatile movement ability, but it is not even close to broken. And making it so you can't move? That is insanity. It is only a 30 ft teleport. That means that you are still in range for any enemy to run over and hit you. You can't do anything clever with the spell, you are only going to use it in very limited circumstances which will make it so niche as to be pointless. And Teleport is NOT designed well. A chance of failure is all well and good, but Teleport's mishap can quickly turn into a grinder that TPK's the party with no save. I mean, literally, all you need is for the villain to have layered an illusion or planted a false clue. Then they have a 50% chance of taking damage, with a new roll for a 50% chance to take damage. It would be far better designed if mishap wasn't an option, and you just ended up somewhere random, instead of risking grinding the party into dimensional paste. And how is Find Familiar poorly designed? Oh, because losing the 1 hp familiar doesn't ruin your character hard enough. Good Lord, just remove the spell from the game, because if it carried that sort of risk, there would be zero point to familiars. They'd just be flavor because you could never risk them leaving the camp. And scrying is not a well-designed spell either. First off, scrying a location always works with 100% accuracy, which breaks your rule. But secondly, it only lasts 10 minutes. DM's don't tend to be jerks about it, but you get 10 minutes out of someone's day and you may learn... nothing. And you don't cast scrying when in a dangerous situation, so if you fail, waiting til tomorrow is usually painless and meaningless for any plot. Right, I don't think many people have a problem with the inherent magic, I think when they say "no magic" they are talking spells. Which is why I avoid calling it magic, because it gets confusing to have magic that isn't magic. Which is what inherent magic IS. It is just special physics that we call magic so people don't start harping about it makes no sense. You didn't say True Ressurection either. You said "[I]"My deity saw my faith and answered my prayer. With divine intervention, they were able to heal."[/I]" If you meant True Ressurection... why didn't you say it? You just left it free to interpretation, and only NOW are you having a problem with the interpretation. Sure False. Like "the real world disagrees with you" levels of false. So, how did Doctor Frankenstein bring the stitched together corpse of Adam to life? It wasn't magic. It wasn't lightning in the original book. So what happened? You are just forcing this to be magic... because you insist it needs to be magic. But you aren't understanding the difference of the physics of the world. Magic as "background radiation" means that EVERYTHING is magic. There is no "non-magical thread" because the thread exists in a world where every living thing is bombarded by magical energy since conception. The difference we call "magical" and "non-magical" is purely a matter concentration. And again, this whole thing reeks of an issue with Western Fantasy. The TOOLS must be special, because the person cannot be. Well, to heck with that. Why can't the person MAKE the tools special? Why do I need magical thread to do what I can do through my mythical levels of skill? The original conceptions of magic were BASED in skills. They were "you learned the skills and art to do this amazing thing" This is where wizardry comes from, it is a learned skill. Yet even at the highest levels of skill, you insist on making it about magic. Because yes, "he's that good" CAN work as an explanation for a mechanic in a game where people ask immersive questions. They just have to be willing to realize that the physics of a mythical land aren't real world physics. Come off it. No, more limitations and punishments do not mean you "actually have to use your brain." It means you do less. The bigger the risks, the fewer chances people take. It doesn't lead to creativity, because creativity is a risk. It leads to rote, practiced, guaranteed things. Trust me, I get annoyed that casters can easily pull out solutions, but that's mostly because they are the only ones who can. The risk of failure is large enough people look to the guaranteed option of spells, and that is frustrating because I want other options. Not because I want to make spells so painful and unreliable that we are forced to go with other plans. Because that's just as bad and boring. [/QUOTE]
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