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Casters vs Martials: Part 1 - Magic, its most basic components
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<blockquote data-quote="Neonchameleon" data-source="post: 8494233" data-attributes="member: 87792"><p>There's a difference between <em>attacking</em> and <em>spamming. </em>In real combat if there is time to think fighters should be mixing things up - it is not only boring to spam but means you aren't thinking like a fighter.</p><p></p><p>Yes - and in 4e most attacks had riders and they couldn't be spammed. Things like attacks that would hit every enemy around them, trips that also did damage, and cutting through the foes and attacking multiple.</p><p></p><p>First, let's start by giving a lot of the monk's abilities to the fighter. I mean getting physically faster and getting better at all saving throws. And then able to read people.</p><p></p><p>So you do not actually have a problem with superheroes. You are literally rolling your eyes at the idea of playing a D&D without what are, by your definition, superheroes. You openly accept that this is <em>entirely </em>about preventing "mundane" classes from getting them while literally two thirds of all classes have open superpowers.</p><p></p><p>And to that I would say that <em>being larger than life is also part of a fantasy game</em>. My fantasy started with legends - where we get people like Hercules literally able to carry the weight of the world, Galahad whose strength was as the strength of ten because his heart was pure, and Beowulf holding his breath for an hour. And this goes further and deeper into the fantasy genre than everyone playing casters who spam spells like Harry Potter.</p><p></p><p>If magic is a part of fantasy and it allows people to be superheroes then that should apply to fighters. The AD&D 1e fighter's level name was <em>literally</em> "superhero" at level 8.</p><p></p><p>So you openly allow superheroics in your game for two thirds of the classes. You just ban it for a few - including the ones that were most commonly superheroes in historical fantasy and the one that was literally called a superhero in AD&D.</p><p></p><p>I was using your definitions. By which a character who can do things we don't believe happens IRL is a superhero. Which includes (a) someone who never gets sick from disease and (b) someone who remains spry until they die from old age. If your idea of a superhero includes those then any first level wizard is <em>far</em> more egregious.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8494233, member: 87792"] There's a difference between [I]attacking[/I] and [I]spamming. [/I]In real combat if there is time to think fighters should be mixing things up - it is not only boring to spam but means you aren't thinking like a fighter. Yes - and in 4e most attacks had riders and they couldn't be spammed. Things like attacks that would hit every enemy around them, trips that also did damage, and cutting through the foes and attacking multiple. First, let's start by giving a lot of the monk's abilities to the fighter. I mean getting physically faster and getting better at all saving throws. And then able to read people. So you do not actually have a problem with superheroes. You are literally rolling your eyes at the idea of playing a D&D without what are, by your definition, superheroes. You openly accept that this is [I]entirely [/I]about preventing "mundane" classes from getting them while literally two thirds of all classes have open superpowers. And to that I would say that [I]being larger than life is also part of a fantasy game[/I]. My fantasy started with legends - where we get people like Hercules literally able to carry the weight of the world, Galahad whose strength was as the strength of ten because his heart was pure, and Beowulf holding his breath for an hour. And this goes further and deeper into the fantasy genre than everyone playing casters who spam spells like Harry Potter. If magic is a part of fantasy and it allows people to be superheroes then that should apply to fighters. The AD&D 1e fighter's level name was [I]literally[/I] "superhero" at level 8. So you openly allow superheroics in your game for two thirds of the classes. You just ban it for a few - including the ones that were most commonly superheroes in historical fantasy and the one that was literally called a superhero in AD&D. I was using your definitions. By which a character who can do things we don't believe happens IRL is a superhero. Which includes (a) someone who never gets sick from disease and (b) someone who remains spry until they die from old age. If your idea of a superhero includes those then any first level wizard is [I]far[/I] more egregious. [/QUOTE]
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