BryonD
Hero
It must be square. Not even fireballs are round in 4E.Myself as well- at least pretty close to square![]()
(No offense, just couldn't resist)
It must be square. Not even fireballs are round in 4E.Myself as well- at least pretty close to square![]()
To me, that's not an issue. It's really only a problem with a wizard with a large spell collection and time to prepare for the situation. He's a specialist's specialist with enough time, but for every day adventuring I've never found them to be that much better than other classes.
The players could try not invading successive wizard controlled areas or try getting out of the cemeteries for a while. If one environment favors one class and the players are finding that a bit boring, well, leave that environment and go somewhere different. Or have a GM that knows how to spice things up, even when they are similar.
The thought behind saying "breaking an encounter" is deeply rooted in the CRPG environment - wherein challenges have a pre-determined methodology of success because designers are working within a limited paradigm. An rpg encounter can never be "broken" or "cheesed" because that means that the creator of the encounter considers certain ways of solving the problem "the right way" and other ways of solving the problem as "the wrong way". Designers in rpgs do not have a limited paradigm as the players are not reliant upon an interface to determine reality. How a problem is solved isn't the DM's or the designers responsibility in rpgs - that's one of the challenges of the G in RPG for the players.
It does not matter how a problem is solved. Hell, it doesn't even matter if a problem is not solved at all. The game's not about a series of challenges that are overcome. The game is about a series of challenges. The results of the challenges are entirely in the player's hands.
And there's a problem with that? There's nothing wrong with facing a challenge that cannot be overcome immediately. That not "not fun." Having such encounters adds another data point in the Player's thinking - another mobile piece in the rpg game. They have to plan and account for the possibility that they may need something they don't have and have to wait longer than they would like to gain the ability.
What an awesome adventure for the party wizard!when our characters were about 9th level, we explored a wizards tower. Every door of any consequence was wizard locked; meaning the rogue (in all of his pixie 30 DEX glory) had exactly 0% of opening any of the doors. Knock, on the other hand, got through the doors quite nicely. It's disparity like this that sours me a bit (and I was the one playing the mage, the rogue was even less thrilled).
NOMan said:Take the simple level 1 spell Enlarge. In 2E, the text "the spell cannot be used to crush a creature by growth" was added from the original AD&D because players would want to do stuff like enlarge a person in their armor and crush them to death in it
How disappointing that players should be restrained with rules to compensate for DMs who can't handle lateral thinking.
Sounds like a dozen kinds of awesome to me. How disappointing that players should be restrained with rules to compensate for DMs who can't handle lateral thinking.
It must be square. Not even fireballs are round in 4E.
(No offense, just couldn't resist)
Casting enlarge to crush someone to death isn't creative. It's nothing more than a player trying to abuse the RAI by quoting the RAW.
A roll eyes fits nicely here. Basically we have a misrepresentation of an off-hand example being QFT'd.QFT.
How disappointing sloppy vagueness which enables sneaking in of genre breaking effects gets confused as a good thing and a rules feature and rules lawyering gets confused as desireable lateral thinking.