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Class Analysis: Fighter and Bard
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<blockquote data-quote="Sacrosanct" data-source="post: 6362630" data-attributes="member: 15700"><p>Stopping a caster from being able to perform any spell with a S component is interrupting that spell. As discussed earlier. If a spell as a S component, and you stop the caster from moving (there are several ways of doing this), that spell will be interrupted. That's the only reasonable interpretation of how those rules work. </p><p></p><p>You should really get out of this, "unless it's specifically covered in a rule, it can't happen." mindset. There is no way an RPG can cover every possible scenario. A lot of things would rely on common sense. If a caster can no longer perform the requirements of casting a spell, that spell is interrupted and will fail. I think that's an interpretation most people would agree on. You're looking at the game through some pretty narrow tunnel vision <strong>goggles of literalness</strong>. That seems to be a theme so far.</p><p></p><p>"None of these spells say they can be interrupted so they can't."</p><p>"um, what happens if you knock the mage out? Or paralyze them? Or kill them?"</p><p></p><p>"Casters can replace or do better than any other class."</p><p>"What if they never learned the spell, or prepped the spell, or already used all their slots that would replicate the task of the class they are trying to replace?"</p><p></p><p></p><p>You need to start thinking about how these rules interact with a typical play session, rather than a white room scenario. And while your at it, I would love it if you answered my question earlier:</p><p></p><p> with thunderwave, if you have 5 combat encounters between long rests, each encounter 4 rounds long, what are you doing that makes you so much better than the fighter for the other 17 rounds? (assuming you use thunderwave for all 3 of your slots).</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6362630, member: 15700"] Stopping a caster from being able to perform any spell with a S component is interrupting that spell. As discussed earlier. If a spell as a S component, and you stop the caster from moving (there are several ways of doing this), that spell will be interrupted. That's the only reasonable interpretation of how those rules work. You should really get out of this, "unless it's specifically covered in a rule, it can't happen." mindset. There is no way an RPG can cover every possible scenario. A lot of things would rely on common sense. If a caster can no longer perform the requirements of casting a spell, that spell is interrupted and will fail. I think that's an interpretation most people would agree on. You're looking at the game through some pretty narrow tunnel vision [B]goggles of literalness[/B]. That seems to be a theme so far. "None of these spells say they can be interrupted so they can't." "um, what happens if you knock the mage out? Or paralyze them? Or kill them?" "Casters can replace or do better than any other class." "What if they never learned the spell, or prepped the spell, or already used all their slots that would replicate the task of the class they are trying to replace?" You need to start thinking about how these rules interact with a typical play session, rather than a white room scenario. And while your at it, I would love it if you answered my question earlier: with thunderwave, if you have 5 combat encounters between long rests, each encounter 4 rounds long, what are you doing that makes you so much better than the fighter for the other 17 rounds? (assuming you use thunderwave for all 3 of your slots). [/QUOTE]
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