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<blockquote data-quote="Vuron" data-source="post: 541092" data-attributes="member: 14"><p>I think when people bring up realistic they generally mean "adheres to the accepted reality of the genre". For example it is generally accepted in the action genre that having the heroes run out of ammo except in dramatically appropriate instances is poor. However it is also considered poor taste for the hero to use a sniper rifle to kill the primary villian at great distance. Not very sporting although certainly realistic.</p><p></p><p>So I think what most people protest is that master villians which Great Wyrms should rightfully be should not be easily disposed of by single characters a fraction of thier might. In my mind having all encounters pretty much be decided by the vagaries of the initiative roll is pretty silly.</p><p></p><p>What I think is often missed in these "excercises" is that inevitably haste, time stop, harm, gate come up every time. Who is ever going to cast meteor swarm unless they are wanting to slaughter a goblin tribe when you can gate in a solar, etc.</p><p></p><p>Basically what I'm saying and I think others are saying is that gameplay really suffers with some of these combos. I believe that certain spells etc need to be revised or dropped in the interest of playability in much the same manner that WotC consistently ruled against game breaking combos in thier Magic card game...</p></blockquote><p></p>
[QUOTE="Vuron, post: 541092, member: 14"] I think when people bring up realistic they generally mean "adheres to the accepted reality of the genre". For example it is generally accepted in the action genre that having the heroes run out of ammo except in dramatically appropriate instances is poor. However it is also considered poor taste for the hero to use a sniper rifle to kill the primary villian at great distance. Not very sporting although certainly realistic. So I think what most people protest is that master villians which Great Wyrms should rightfully be should not be easily disposed of by single characters a fraction of thier might. In my mind having all encounters pretty much be decided by the vagaries of the initiative roll is pretty silly. What I think is often missed in these "excercises" is that inevitably haste, time stop, harm, gate come up every time. Who is ever going to cast meteor swarm unless they are wanting to slaughter a goblin tribe when you can gate in a solar, etc. Basically what I'm saying and I think others are saying is that gameplay really suffers with some of these combos. I believe that certain spells etc need to be revised or dropped in the interest of playability in much the same manner that WotC consistently ruled against game breaking combos in thier Magic card game... [/QUOTE]
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