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General Tabletop Discussion
*Dungeons & Dragons
Game design allow sub optimal class build. Confirmed by M Mearls
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<blockquote data-quote="I'm A Banana" data-source="post: 6924872" data-attributes="member: 2067"><p>Hahaha, sure. You can ban whatever you want to ban, man, I just hope it's making your game better. If someone wants to play an INT 8 wizard for some reason (and I've got a few players that might appeal to...), I don't see any reason to stop 'em, myself. I'm a lazy DM like that.</p><p></p><p style="text-align: center"><img src="http://cdn.inquisitr.com/wp-content/uploads/2015/01/natalie-dormer-eating-an-apple-gif-did-marvel-just-tease-that-she-s-playing-captain-marvel.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> </p><p></p><p></p><p></p><p>Thanks! There's absolutely a playable character in that, jokey name aside - his spell load out is maybe only a few big spells away from what a Generic D&D Wizard usually chooses, anyway (<em>fireball</em>, <em>lightning bolt</em>, <em>meteor swarm</em>, <em>charm person</em>....maybe a small handfull of others). A player shying away from evocation/enchantment could <em>accidentally</em> build this wizard. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Divination would be interesting, because on the off chance that he felt pressure to do something involving an attack roll or a saving throw, he could offset the slightly higher chance of failure by already knowing if an attack would hit or a save would fail. A lot of divination spells are also ability-score-free (and rituals!). In fact, divination opens up a lot of space, since you can often <em>ensure</em> that your highest-level spell for the day lands, if you save it for that. </p><p></p><p>I left illusions out of my sweep since they can involve a saving throw, but they actually would be pretty effective since it takes an action for someone to figure out if it's real or not - and spending that action is a <strong>huge</strong> price to pay in a fight. So illusionist could work. </p><p></p><p>Conjuration and Transmutation are also viable options. Necromancy, eh...not a lot of mileage out of <em>grim harvest</em>, except what you pick up with <em>magic missiles</em>.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6924872, member: 2067"] Hahaha, sure. You can ban whatever you want to ban, man, I just hope it's making your game better. If someone wants to play an INT 8 wizard for some reason (and I've got a few players that might appeal to...), I don't see any reason to stop 'em, myself. I'm a lazy DM like that. [CENTER][IMG]http://cdn.inquisitr.com/wp-content/uploads/2015/01/natalie-dormer-eating-an-apple-gif-did-marvel-just-tease-that-she-s-playing-captain-marvel.gif[/IMG] [/CENTER] Thanks! There's absolutely a playable character in that, jokey name aside - his spell load out is maybe only a few big spells away from what a Generic D&D Wizard usually chooses, anyway ([I]fireball[/I], [I]lightning bolt[/I], [I]meteor swarm[/I], [I]charm person[/I]....maybe a small handfull of others). A player shying away from evocation/enchantment could [I]accidentally[/I] build this wizard. :) Divination would be interesting, because on the off chance that he felt pressure to do something involving an attack roll or a saving throw, he could offset the slightly higher chance of failure by already knowing if an attack would hit or a save would fail. A lot of divination spells are also ability-score-free (and rituals!). In fact, divination opens up a lot of space, since you can often [I]ensure[/I] that your highest-level spell for the day lands, if you save it for that. I left illusions out of my sweep since they can involve a saving throw, but they actually would be pretty effective since it takes an action for someone to figure out if it's real or not - and spending that action is a [B]huge[/B] price to pay in a fight. So illusionist could work. Conjuration and Transmutation are also viable options. Necromancy, eh...not a lot of mileage out of [I]grim harvest[/I], except what you pick up with [I]magic missiles[/I]. [/QUOTE]
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