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*Dungeons & Dragons
D&D Next playtest post mortem by Mike Mearls and Rodney Thompson. From seven years ago.
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<blockquote data-quote="Hussar" data-source="post: 8769643" data-attributes="member: 22779"><p>This is, I think, the heart of the point. If the wizard puts an Alter Self (or whatever) effect on the rogue and the rogue goes off and scouts, that's not really the caster hogging the spotlight. Now, if the wizard just drops Arcane Eye and does the scouting, that's the problem - because the wizard is now stepping all over the rogue's toes and stealing the rogue's thunder. If you're playing a rogue, you probably want to do the sneaky stuff (at least sometimes) and having Dave make you pretty much superfluous with a single spell is a bad thing.</p><p></p><p>But, I think in most cases, most groups will use out of combat spell collaboratively. Even if it's just someone dropping Pass Without a Trace - it's still everyone getting a chance to sneak.</p><p></p><p>But, in combat, spells are almost never collaborative. There's no real collaboration going on with fireball. And, once you start getting into play, when the caster's turn is taking far longer than the non-caster's turn, it can get frustrating for everyone. For example, had a player drop an Animate Object spell for the first time in my game this week. Now, this caused the game to grind to a freaking halt - needed to get four tokens to represent the animated creatures, add them to the initiative, then the bard player has take move and attack actions for four creatures. This took a few minutes. Fine and dandy. Then the next player drops a Wall of Force and we have to futz about for a few minutes getting the area effect in juuuuust the right square to get the maximum effect. Meanwhile, the warlock rolls three attacks and then moves on to the next player. </p><p></p><p>IOW, the two or three main casters in the group take about five times more play time than the two or three mostly beatstick characters. I can totally see why the playtest would get the results it did.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8769643, member: 22779"] This is, I think, the heart of the point. If the wizard puts an Alter Self (or whatever) effect on the rogue and the rogue goes off and scouts, that's not really the caster hogging the spotlight. Now, if the wizard just drops Arcane Eye and does the scouting, that's the problem - because the wizard is now stepping all over the rogue's toes and stealing the rogue's thunder. If you're playing a rogue, you probably want to do the sneaky stuff (at least sometimes) and having Dave make you pretty much superfluous with a single spell is a bad thing. But, I think in most cases, most groups will use out of combat spell collaboratively. Even if it's just someone dropping Pass Without a Trace - it's still everyone getting a chance to sneak. But, in combat, spells are almost never collaborative. There's no real collaboration going on with fireball. And, once you start getting into play, when the caster's turn is taking far longer than the non-caster's turn, it can get frustrating for everyone. For example, had a player drop an Animate Object spell for the first time in my game this week. Now, this caused the game to grind to a freaking halt - needed to get four tokens to represent the animated creatures, add them to the initiative, then the bard player has take move and attack actions for four creatures. This took a few minutes. Fine and dandy. Then the next player drops a Wall of Force and we have to futz about for a few minutes getting the area effect in juuuuust the right square to get the maximum effect. Meanwhile, the warlock rolls three attacks and then moves on to the next player. IOW, the two or three main casters in the group take about five times more play time than the two or three mostly beatstick characters. I can totally see why the playtest would get the results it did. [/QUOTE]
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