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Casters vs Martials: Part 2 - The Mundane Limit
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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 8496375" data-attributes="member: 7029588"><p>This is part of the design difficulty. Spells effects in D&D are so wide ranging it basically covers anything -- short and long range movement, positioning and forced movement, physical enhancement, multi attack damage, divination, social enhancement, survival, creating obstacles, buffing, debuffing, etc, etc. If you limit martial abilities to never mimicing spell effects, what are you left with? And I'm just talking about effects -- of course they can and should be different fictionally.</p><p></p><p>So we get --</p><p></p><p>martial abilities can't produce spell like effects (which covers a huge range of things in D&D) even if the fictional representation can be explained in an action hero / mundane way</p><p></p><p>martial mechanics should be different than spell mechanics because they feel like same mechanics = same thing (even though it doesn't have to be this way)</p><p></p><p>these different mechanics can't be too far from the current Fighter and general combat mechanics otherwise it's not D&D, despite the fact that the current set up is unsatisfactory and probably contributing to why it's so hard to do this.</p><p></p><p>I'm ready for someone to surprise me, but it looks like the design space becomes so narrow that the excercise is doomed to fail.</p></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 8496375, member: 7029588"] This is part of the design difficulty. Spells effects in D&D are so wide ranging it basically covers anything -- short and long range movement, positioning and forced movement, physical enhancement, multi attack damage, divination, social enhancement, survival, creating obstacles, buffing, debuffing, etc, etc. If you limit martial abilities to never mimicing spell effects, what are you left with? And I'm just talking about effects -- of course they can and should be different fictionally. So we get -- martial abilities can't produce spell like effects (which covers a huge range of things in D&D) even if the fictional representation can be explained in an action hero / mundane way martial mechanics should be different than spell mechanics because they feel like same mechanics = same thing (even though it doesn't have to be this way) these different mechanics can't be too far from the current Fighter and general combat mechanics otherwise it's not D&D, despite the fact that the current set up is unsatisfactory and probably contributing to why it's so hard to do this. I'm ready for someone to surprise me, but it looks like the design space becomes so narrow that the excercise is doomed to fail. [/QUOTE]
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