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General Tabletop Discussion
*Dungeons & Dragons
Casters should go back to being interruptable like they used to be.
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<blockquote data-quote="James Gasik" data-source="post: 9213765" data-attributes="member: 6877472"><p>There isn't always going to be terrain that a party can use to block enemy advancement. In fact, since most of the time, you encounter enemies on their home turf, the advantage of terrain is generally theirs.</p><p></p><p>It doesn't matter how many "front liners" you have if there's no particular way to prevent enemies from running past them. Opportunity attacks simply don't do enough damage as a single attack scales badly against the escalating hit points of foes. If the enemies think the guy in robes is a bigger threat than the guy in armor, they can and will prioritize taking them out.</p><p></p><p>Since no class gains a particularly good defender package, and the subclasses that do are apparently not that popular, this whole "let's make it harder to cast spells" scenario is just going to end up with casters not being particularly useful in combat. I wouldn't mind this is Fighters had a built-in ability to make it harder to move past them, or something like Sentinel was the default, instead of an optional feature that characters have to build for.</p><p></p><p>But as the game is currently built, each character is generally responsible for their own defense. So making it harder to do your job in combat by forcing you to spend even more resources on defending yourself just sounds like a particularly bad idea.</p><p></p><p>There's a reason why we've gotten to the point where spells are no longer interruptible, and it's not about "lol Wizard superiority". It's because people rejected roles in the previous edition, so now to actually fill a role, a player has to want to do just that. Given how many people want to play Fighters as damage machines, it's fairly obvious why spells are not interruptible.</p><p></p><p>As for the Fighter standing around and watching due to a Wizard's spell turning a battle inside out, this is supposed to be a team game. The Wizard is on their side, their contributions make victory more attainable. Removing the Wizard from the equation just puts more burden on the Fighter, who should be happy that half the enemies are webbed, slowed, or otherwise incapacitated, because it makes their job easier.</p><p></p><p>Plus, people keep telling me that there is no Fighter/Martial disparity, and the game is just fine, so why do spellcasters need a nerf, exactly? Especially when the big draw of spells is the ability to wage war in ways martials cannot.</p><p></p><p>One shouldn't attempt to balance the game by making it obnoxious to play. If you want to ban casters, just do so, because people who find these kinds of rules annoying will just not play casters.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9213765, member: 6877472"] There isn't always going to be terrain that a party can use to block enemy advancement. In fact, since most of the time, you encounter enemies on their home turf, the advantage of terrain is generally theirs. It doesn't matter how many "front liners" you have if there's no particular way to prevent enemies from running past them. Opportunity attacks simply don't do enough damage as a single attack scales badly against the escalating hit points of foes. If the enemies think the guy in robes is a bigger threat than the guy in armor, they can and will prioritize taking them out. Since no class gains a particularly good defender package, and the subclasses that do are apparently not that popular, this whole "let's make it harder to cast spells" scenario is just going to end up with casters not being particularly useful in combat. I wouldn't mind this is Fighters had a built-in ability to make it harder to move past them, or something like Sentinel was the default, instead of an optional feature that characters have to build for. But as the game is currently built, each character is generally responsible for their own defense. So making it harder to do your job in combat by forcing you to spend even more resources on defending yourself just sounds like a particularly bad idea. There's a reason why we've gotten to the point where spells are no longer interruptible, and it's not about "lol Wizard superiority". It's because people rejected roles in the previous edition, so now to actually fill a role, a player has to want to do just that. Given how many people want to play Fighters as damage machines, it's fairly obvious why spells are not interruptible. As for the Fighter standing around and watching due to a Wizard's spell turning a battle inside out, this is supposed to be a team game. The Wizard is on their side, their contributions make victory more attainable. Removing the Wizard from the equation just puts more burden on the Fighter, who should be happy that half the enemies are webbed, slowed, or otherwise incapacitated, because it makes their job easier. Plus, people keep telling me that there is no Fighter/Martial disparity, and the game is just fine, so why do spellcasters need a nerf, exactly? Especially when the big draw of spells is the ability to wage war in ways martials cannot. One shouldn't attempt to balance the game by making it obnoxious to play. If you want to ban casters, just do so, because people who find these kinds of rules annoying will just not play casters. [/QUOTE]
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Casters should go back to being interruptable like they used to be.
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