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General Tabletop Discussion
*Dungeons & Dragons
Dealing with spellcasters as a martial
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<blockquote data-quote="The Crimson Binome" data-source="post: 7411579" data-attributes="member: 6775031"><p>This isn't some degenerate <em>story-telling</em> game. This is a <em>role-playing</em> game. You should choose to do what your character <em>would</em> do in that scenario. If your character is a knight wielding a sword, in a battle to the death against another human, and your first thought <em>isn't</em> that you should attack them with your sword, <em>then something has gone very wrong</em>. If swords weren't the most effective answer to a wide variety of combat situations, then there would be no reason to dedicate half of the class mechanics and a third of the magical item section to covering them.</p><p></p><p>Even ignoring the fact that there's an underlying reality of the game world which we're attempting to model, letting improvised actions completely obviate codified actions would make for terrible game design. If improvised actions were <em>generally</em> more effective than codified actions, then there would be no need for the rules to codify <em>any</em> actions, since nobody would ever use them. Instead of carrying around a magic sword that you earned after a grueling quest, you'd just carry around some rocks and a bag of flour, and the entire game would devolve into fast-talking favorable rulings out of the DM. In order for improvised actions to be <em>balanced</em> against codified actions over-all, the situations where they are <em>better</em> than codified actions need to be extremely situational, and "any time you're fighting a wizard" does not qualify for that.</p><p></p><p>If your solution to a wizard in melee being instantly shut down is that all wizards stay a hundred feet away from combat, then your solution is worse than the problem. Huge battlefield encounters are a pain to run, and rarely appropriate for dungeons. If you <em>don't</em> allow your ridiculous choke action, then wizards only need to stay <em>thirty</em> feet away from combat (as befits their smaller hit die and lower AC), and then you don't have to worry about running a huge battlefield in order to let them stand a <em>chance</em> against your instant-win fighters.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7411579, member: 6775031"] This isn't some degenerate [I]story-telling[/I] game. This is a [I]role-playing[/I] game. You should choose to do what your character [I]would[/I] do in that scenario. If your character is a knight wielding a sword, in a battle to the death against another human, and your first thought [I]isn't[/I] that you should attack them with your sword, [I]then something has gone very wrong[/I]. If swords weren't the most effective answer to a wide variety of combat situations, then there would be no reason to dedicate half of the class mechanics and a third of the magical item section to covering them. Even ignoring the fact that there's an underlying reality of the game world which we're attempting to model, letting improvised actions completely obviate codified actions would make for terrible game design. If improvised actions were [I]generally[/I] more effective than codified actions, then there would be no need for the rules to codify [I]any[/I] actions, since nobody would ever use them. Instead of carrying around a magic sword that you earned after a grueling quest, you'd just carry around some rocks and a bag of flour, and the entire game would devolve into fast-talking favorable rulings out of the DM. In order for improvised actions to be [I]balanced[/I] against codified actions over-all, the situations where they are [I]better[/I] than codified actions need to be extremely situational, and "any time you're fighting a wizard" does not qualify for that. If your solution to a wizard in melee being instantly shut down is that all wizards stay a hundred feet away from combat, then your solution is worse than the problem. Huge battlefield encounters are a pain to run, and rarely appropriate for dungeons. If you [I]don't[/I] allow your ridiculous choke action, then wizards only need to stay [I]thirty[/I] feet away from combat (as befits their smaller hit die and lower AC), and then you don't have to worry about running a huge battlefield in order to let them stand a [I]chance[/I] against your instant-win fighters. [/QUOTE]
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