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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Wicht" data-source="post: 6210983" data-attributes="member: 221"><p>I thought I would try again to posit a philosophical viewpoint and my approach to the game, and maybe this time the point will sink in. </p><p></p><p><strong>There is no effort on my part, in any of my games, to actively and purposefully "limit" caster power. None. Nada. Zilch. </strong></p><p><strong></strong></p><p></p><p>Now that does not mean that casters can then just do what they want. They must abide by the rules and the restrictions of the same (and those of the game world). They cannot, for instance, all of a sudden, decide that their magic missiles do 1d8+23 points of damage each or that they automatically overcome spell resistance. Nor can they use polymorph to grant themselves the power to cast wishes (I turn into a noble djinn!). Nor can they mind-control people through charm. But these are not ME trying to limit them; its a consensus that we are going to abide by the rules and that each person is constrained by the limits the rules impose on their ability.</p><p></p><p>Within that paradigm, however, my casters, non-casters, quasi-casters, and any character unsure of their caster identity, can attempt anything they want. And they generally do. And we have fun. The whole idea of working to "limit" caster power just seems rather silly. </p><p></p><p>My primary purpose in this thread then, besides trying to make that point, is to engage in a dialogue about how people are allowing spells to be used. And it does seem to me that there is a misunderstanding about certain things which leads to spells being improperly used. I have to wonder how many people try to actually do these things in game, but most of what has been suggested has simply been, imo, bad rules interpretation (the simulacrum casting wish being a good example; the astral projected luck blade being another).</p></blockquote><p></p>
[QUOTE="Wicht, post: 6210983, member: 221"] I thought I would try again to posit a philosophical viewpoint and my approach to the game, and maybe this time the point will sink in. [B]There is no effort on my part, in any of my games, to actively and purposefully "limit" caster power. None. Nada. Zilch. [/B] Now that does not mean that casters can then just do what they want. They must abide by the rules and the restrictions of the same (and those of the game world). They cannot, for instance, all of a sudden, decide that their magic missiles do 1d8+23 points of damage each or that they automatically overcome spell resistance. Nor can they use polymorph to grant themselves the power to cast wishes (I turn into a noble djinn!). Nor can they mind-control people through charm. But these are not ME trying to limit them; its a consensus that we are going to abide by the rules and that each person is constrained by the limits the rules impose on their ability. Within that paradigm, however, my casters, non-casters, quasi-casters, and any character unsure of their caster identity, can attempt anything they want. And they generally do. And we have fun. The whole idea of working to "limit" caster power just seems rather silly. My primary purpose in this thread then, besides trying to make that point, is to engage in a dialogue about how people are allowing spells to be used. And it does seem to me that there is a misunderstanding about certain things which leads to spells being improperly used. I have to wonder how many people try to actually do these things in game, but most of what has been suggested has simply been, imo, bad rules interpretation (the simulacrum casting wish being a good example; the astral projected luck blade being another). [/QUOTE]
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