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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Luce" data-source="post: 6196882" data-attributes="member: 29760"><p>Could we focus on what rules specifically are perceptually ignored, which can give the spell casters an edge?</p><p>Let me start: 1. Item Creation issues. Can a PC declare at the end on an adventure, "I will be spending the next month item crafting"? How about in this case the DM rolling an random event table and having an burglar break in on say the 17th day? Or having some enemies track the party down and attack (Not arbitrary, but as part of the story and as a consequence of the player's actions)?</p><p>2. Spell acquisition. As ready mentioned mid tread, I am on the opinion that the DM controls the access to [uncommon] spells. One does not just get access to say "wright strike" (<em>Spell</em> Compendium) just because one gained a level. It takes time and money to write spells. But most of all the PC have to get access to the spell in the first place. I also feel justifies to deny divine casters certain spells if I feel they are in conflict with the deity/ethos they profess to follow. </p><p>3. Consequences. A broad category, but by that I mean that I try to extrapolate the reaction of NPC to the caster's shenanigans. Take the money making examples. If a wizard keeps using the "Wall of Iron" exploit, One the return will eventually start to diminish (supply and demand) and Two there will be some angry merchants and mine owners (aristocrats and experts). There may be a smear campaign, laws can be passed that "unnatural" iron is not accepted, or since people like that have money to throw at the problem assasins/legbreakers may be hired. Not to mention sudden wealth attracts people from the wrong side of the street. This not to punish the players, in fact I would not mind if the PC(s) win. Just in that way while the player's initiative is not denied, there is still an adventure in the process. </p><p>tangent/ One of the things I like about previous editions, is that item creation was supposed to be tied to an adventure - even if it is trivial to collect troll blood for CLW potion or medusa venom for "flesh to stone" scroll, the process of seeking out the ingredients makes the players more invested both in the game and the item. /tangent</p><p>What rules do you think are overlooked?</p></blockquote><p></p>
[QUOTE="Luce, post: 6196882, member: 29760"] Could we focus on what rules specifically are perceptually ignored, which can give the spell casters an edge? Let me start: 1. Item Creation issues. Can a PC declare at the end on an adventure, "I will be spending the next month item crafting"? How about in this case the DM rolling an random event table and having an burglar break in on say the 17th day? Or having some enemies track the party down and attack (Not arbitrary, but as part of the story and as a consequence of the player's actions)? 2. Spell acquisition. As ready mentioned mid tread, I am on the opinion that the DM controls the access to [uncommon] spells. One does not just get access to say "wright strike" ([I]Spell[/I] Compendium) just because one gained a level. It takes time and money to write spells. But most of all the PC have to get access to the spell in the first place. I also feel justifies to deny divine casters certain spells if I feel they are in conflict with the deity/ethos they profess to follow. 3. Consequences. A broad category, but by that I mean that I try to extrapolate the reaction of NPC to the caster's shenanigans. Take the money making examples. If a wizard keeps using the "Wall of Iron" exploit, One the return will eventually start to diminish (supply and demand) and Two there will be some angry merchants and mine owners (aristocrats and experts). There may be a smear campaign, laws can be passed that "unnatural" iron is not accepted, or since people like that have money to throw at the problem assasins/legbreakers may be hired. Not to mention sudden wealth attracts people from the wrong side of the street. This not to punish the players, in fact I would not mind if the PC(s) win. Just in that way while the player's initiative is not denied, there is still an adventure in the process. tangent/ One of the things I like about previous editions, is that item creation was supposed to be tied to an adventure - even if it is trivial to collect troll blood for CLW potion or medusa venom for "flesh to stone" scroll, the process of seeking out the ingredients makes the players more invested both in the game and the item. /tangent What rules do you think are overlooked? [/QUOTE]
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