Ahnehnois
First Post
That's kind of a dire view of it, don't you think?Because spending rounds doing nothing, or having spells fizzle far more often than the fighter's attacks miss, or declaring that wizards can only be played well by people who enjoy bookkeeping, isn't a very rewarding experience for many players if you're playing the wizard even if things average out (or even if you come out on top) in the long run.
I don't think many D&D players require instant gratification in the form of being able to produce an effect each round (and if they do, why not make them choose between a one-round magic missile and a three-round death spell?). And why not cut down on the bookkeeping by giving even high-level characters only a few spells per day, rather than dozens? Why not have spells that drain your health or vitality, preventing spamming and forcing tough choices? There are tons of ways of doing limitations and costs.
More importantly, why not create classes that offer different play experiences for different people? We can have the super-complicated wizard, the kind-of-complicated sorcerer, and the pretty-simple warlock. That way everyone can play an arcane spellcaster, but wizards retain their Vancian (and thus complicated and confusing) nature.
The problem with hp is that the range of what you can do with it is so narrow. There's really only two states: alive and dead (and a small window of dying that effectively takes you out of the game short-term anyway). It doesn't allow you to hinder the enemy very readily, nor are there mortal wounds, permanent injuries, or any specificity in the nature of the damage. Of course, different people will want to treat those subjects in different ways, but at the moment, they're ignored completely.I'd say the opposite: it sucks that mages COULD ignore hp so easily. HP is a great system for allowing everyone to contribute to slaying an enemy in combat. It's more versatile than binary Save or Die powers because you can succeed a little (do less damage) in exchange for more accuracy, mobility, defense, conservation of resources, etc. I really like the 5e system where any ability that effectively removes an enemy from combat can only insta-kill if the enemy's hp are low enough that you could probably hack them down in one or two good slashes anyway. (But they still mostly do good damage even if they can't auto-kill.)
I do agree that it's very odd that magic is the thing that bypasses the system so readily; some spells almost seem like patches to the system to add more realism in. For example, you can blind someone with Glitterdust, but there isn't much rules support for throwing dust at someone's eyes. You can cast a Confusion spell on them, but you can't whack them in the head and give them a concussion. You can cast Shriveling on them and disable a limb, but you can't actually attack that limb.
Neither of us thinks that mages should be the sole purveyor of these abilities; I guess where we differ is that when they're taken out of the spell descriptions, I'd rather they be put into the combat chapter.
Well, yeah. But can you behead him with one swing, or do you have to hit him five times before he becomes beheadable? That's the issue.And if your DM doesn't let you say you beheaded an Orc when you kill it with your ax I'd have a word with him.