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*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="N'raac" data-source="post: 6188135" data-attributes="member: 6681948"><p>I dont see Dandu's or Manbearcat's examples reflecting the caster "completely dominating the game". Nor have I seen an example of how the caster would "completely dominate the game" which does not take some pretty significant liberties with the rules of the game. Dragons don't have scent. True. And divination spells don't provide you a map of the dragon's lair neatly annotated with all of the traps and obstacles you may face on your way in, or give you the ability to guarantee the dragon cannot possibly notice your approach. This seems to get assumed away quite a bit, rather than looking at the same rules that we must abide by in assessing the dragon's abilities. Planar Binding spell victims refuse unreasonable requests, by the rules? Oh, that can't be interpreted to limit what I can get in services from that spell. Teleport requires I actually have "some clear idea of the location and layout of the destination", with scrying explicitly noted as both “ 'Studied carefully' is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour." and “ 'Viewed once' is a place that you have seen once, possibly using magic."? Well the actual terms of the scrying and teleport spells shouldnt be used to deny me the ability to go anywhere any time - those rules should instead be ignored.</p><p></p><p>Meanwhile, if fighters get abilities that might do something besides add combat effectiveness, we immediately get the cry for alternatives that will boost their damage output - how dare you suggest a rule that prevents me from making a pure, 100% combat brute (so I can then complain about how boring it is when we do anything other than combat because my character is USELESS outside combat).</p><p></p><p></p><p></p><p>So what new rules do you propose to better enable all classes to feel cool and powerful, each in their own unique way? What system provides the parity you are looking for? If the answer is simply that the system should force play into a very specific playstyle where casters are all blasters, and caster players are presented with only the weakest options, how has that improved play?</p></blockquote><p></p>
[QUOTE="N'raac, post: 6188135, member: 6681948"] I dont see Dandu's or Manbearcat's examples reflecting the caster "completely dominating the game". Nor have I seen an example of how the caster would "completely dominate the game" which does not take some pretty significant liberties with the rules of the game. Dragons don't have scent. True. And divination spells don't provide you a map of the dragon's lair neatly annotated with all of the traps and obstacles you may face on your way in, or give you the ability to guarantee the dragon cannot possibly notice your approach. This seems to get assumed away quite a bit, rather than looking at the same rules that we must abide by in assessing the dragon's abilities. Planar Binding spell victims refuse unreasonable requests, by the rules? Oh, that can't be interpreted to limit what I can get in services from that spell. Teleport requires I actually have "some clear idea of the location and layout of the destination", with scrying explicitly noted as both “ 'Studied carefully' is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour." and “ 'Viewed once' is a place that you have seen once, possibly using magic."? Well the actual terms of the scrying and teleport spells shouldnt be used to deny me the ability to go anywhere any time - those rules should instead be ignored. Meanwhile, if fighters get abilities that might do something besides add combat effectiveness, we immediately get the cry for alternatives that will boost their damage output - how dare you suggest a rule that prevents me from making a pure, 100% combat brute (so I can then complain about how boring it is when we do anything other than combat because my character is USELESS outside combat). So what new rules do you propose to better enable all classes to feel cool and powerful, each in their own unique way? What system provides the parity you are looking for? If the answer is simply that the system should force play into a very specific playstyle where casters are all blasters, and caster players are presented with only the weakest options, how has that improved play? [/QUOTE]
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