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Changeling (from the UA article): crazy broken?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6521234" data-attributes="member: 6775031"><p>Off-hand, it would be the game I played in last week, when this happened. It was a close fight, and the fighter struck at the bear with a dagger, because his rapier was on the other side of camp and he didn't want to waste a turn going to retrieve it. He rolled maximum damage, the bear had 1hp left, and took him down. Had he dealt +1 damage, the bear would have died instead, and the fighter could have revived the other party members by using a medkit.</p><p></p><p>Whenever you <em>choose</em> to be weaker, you introduce some amount of probability that your choice will be the difference between life and death. The more you hinder yourself, the greater the probability that it will matter. Even when it's not as explicit as my above example, it still adds up over time. Maybe nobody dies immediately, but the enemy gets one more turn and hits someone for a little damage, so you decide to heal that person and you don't have the Cure spell you need later on. And if someone dies later on, then it's still <em>your fault</em>, because you <em>chose</em> the inferior weapon.</p><p></p><p>I'm playing this game for fun. I don't need to set myself up for that kind of guilt trip.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6521234, member: 6775031"] Off-hand, it would be the game I played in last week, when this happened. It was a close fight, and the fighter struck at the bear with a dagger, because his rapier was on the other side of camp and he didn't want to waste a turn going to retrieve it. He rolled maximum damage, the bear had 1hp left, and took him down. Had he dealt +1 damage, the bear would have died instead, and the fighter could have revived the other party members by using a medkit. Whenever you [I]choose[/I] to be weaker, you introduce some amount of probability that your choice will be the difference between life and death. The more you hinder yourself, the greater the probability that it will matter. Even when it's not as explicit as my above example, it still adds up over time. Maybe nobody dies immediately, but the enemy gets one more turn and hits someone for a little damage, so you decide to heal that person and you don't have the Cure spell you need later on. And if someone dies later on, then it's still [I]your fault[/I], because you [I]chose[/I] the inferior weapon. I'm playing this game for fun. I don't need to set myself up for that kind of guilt trip. [/QUOTE]
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