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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="N'raac" data-source="post: 6188631" data-attributes="member: 6681948"><p>True - can he not wait outside the Lizard Village waiting for a Lizardman?</p><p></p><p></p><p> </p><p>The wizard needs directions as well.</p><p></p><p></p><p> </p><p>While true, they’re not long on great skill choices either. A 14 INT human (Combat Expertise requires a 13 anyway) does OK.</p><p></p><p></p><p> </p><p>Can’t disagree overall. Would a fighter at a level appropriate for the dragon have much trouble with a lizardman village? Just need one alive…maybe two or three to corroborate.</p><p></p><p></p><p> </p><p>True. In real life, technology is everywhere. Is magic everywhere in game? If so, people should have some awareness of what it can do, shouldn’t they?</p><p></p><p></p><p></p><p>Thanks – that’s what I would have hoped.</p><p></p><p></p><p> </p><p>Agreed – I think they made some good changes, but applying the same theory beyond combat would be a definite improvement.</p><p></p><p></p><p> </p><p>The one that typically comes to my mind is too many creatures in the party. More loot than they can carry probably means they’ll be back – no reason the dragon can’t lay an ambush (after waiting several hours with all those lizardmen…bet he’s steamed!)</p><p></p><p></p><p></p><p> </p><p>Average or worse – probably why dragons like Hover!</p><p></p><p></p><p> </p><p>When do we measure that? He only moves on his actions, so it seems like he isn’t moving between turns, yet he doesn’t fall out of the sky then.</p><p></p><p></p><p> </p><p>Unquestionably. When the same spell comes up every time, that spell is the issue (3.0 haste, for example).</p><p></p><p></p><p> </p><p>I think you proved just fine that removing wizards in favour of sorcerers does not solve the issue, though.</p><p></p><p></p><p> </p><p>But it seems like it did not frustrate everyone. The challenges could be addressed by non-fighters, but their forte, combat, was set to prevent them addressing their challenges.</p><p></p><p></p><p> </p><p>Agreed. That means getting past “Fighters fight so they can only have combat abilities”.</p><p> </p><p></p><p> </p><p>So is the problem game design or ToH scenario design, in this instance?</p><p></p><p></p><p></p><p></p><p>I think that’s the answer. A no save feeblemind that ends after the period in question would be an option.</p><p></p><p></p><p></p><p></p><p>I like the idea of routine tasks being predictable and taking extra time providing some bonus. However, it seems like better defining what a “distraction” is, and/or what you can and can’t take 10/20 on, is the answer.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6188631, member: 6681948"] True - can he not wait outside the Lizard Village waiting for a Lizardman? The wizard needs directions as well. While true, they’re not long on great skill choices either. A 14 INT human (Combat Expertise requires a 13 anyway) does OK. Can’t disagree overall. Would a fighter at a level appropriate for the dragon have much trouble with a lizardman village? Just need one alive…maybe two or three to corroborate. True. In real life, technology is everywhere. Is magic everywhere in game? If so, people should have some awareness of what it can do, shouldn’t they? Thanks – that’s what I would have hoped. Agreed – I think they made some good changes, but applying the same theory beyond combat would be a definite improvement. The one that typically comes to my mind is too many creatures in the party. More loot than they can carry probably means they’ll be back – no reason the dragon can’t lay an ambush (after waiting several hours with all those lizardmen…bet he’s steamed!) Average or worse – probably why dragons like Hover! When do we measure that? He only moves on his actions, so it seems like he isn’t moving between turns, yet he doesn’t fall out of the sky then. Unquestionably. When the same spell comes up every time, that spell is the issue (3.0 haste, for example). I think you proved just fine that removing wizards in favour of sorcerers does not solve the issue, though. But it seems like it did not frustrate everyone. The challenges could be addressed by non-fighters, but their forte, combat, was set to prevent them addressing their challenges. Agreed. That means getting past “Fighters fight so they can only have combat abilities”. So is the problem game design or ToH scenario design, in this instance? I think that’s the answer. A no save feeblemind that ends after the period in question would be an option. I like the idea of routine tasks being predictable and taking extra time providing some bonus. However, it seems like better defining what a “distraction” is, and/or what you can and can’t take 10/20 on, is the answer. [/QUOTE]
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