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<blockquote data-quote="ExploderWizard" data-source="post: 6258700" data-attributes="member: 66434"><p>Spells and alchemical items are <em>finite </em>resources. AOE does DoaM because the effect covers an <em>area. </em>The fighter is not burning up a finite resource. If a miss happens the the fighter just keeps attacking. The whole burned limited resource comparison to normal melee attacks is really a bad one. Additionally, from a mechanical perspective, those spells <em>never miss. </em>The victim(s) receive a saving throw to possibly somehow avoid the worst of the effects. A saving throw is not and has never been a "to hit" roll. </p><p></p><p></p><p></p><p>That some have taken the game to be all about combat, and WOTC designed a game in which nothing mattered beyond reducing an enemy to 0 hp, has certainly changed the overall objectives of play enough to make D&D unrecognizable as D&D anymore. </p><p></p><p></p><p></p><p>Everyone plays to have fun, but circular logic doesn't actually explain <em>why </em>something is fun. Thats what this whole thing is exploring- our various opinions about <em>why </em>certain aspects of play make the game more fun for us and others make it less so.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6258700, member: 66434"] Spells and alchemical items are [I]finite [/I]resources. AOE does DoaM because the effect covers an [I]area. [/I]The fighter is not burning up a finite resource. If a miss happens the the fighter just keeps attacking. The whole burned limited resource comparison to normal melee attacks is really a bad one. Additionally, from a mechanical perspective, those spells [I]never miss. [/I]The victim(s) receive a saving throw to possibly somehow avoid the worst of the effects. A saving throw is not and has never been a "to hit" roll. That some have taken the game to be all about combat, and WOTC designed a game in which nothing mattered beyond reducing an enemy to 0 hp, has certainly changed the overall objectives of play enough to make D&D unrecognizable as D&D anymore. Everyone plays to have fun, but circular logic doesn't actually explain [I]why [/I]something is fun. Thats what this whole thing is exploring- our various opinions about [I]why [/I]certain aspects of play make the game more fun for us and others make it less so. [/QUOTE]
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