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Help me convince my DM that monks aren't broken
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<blockquote data-quote="Arrowhawk" data-source="post: 5652309" data-attributes="member: 6679551"><p>Casters have only one method for breaking the game...magic, specifically spells. Anti-magic fields or whatever those wild magic bubbles are in the FR, are a helluva nerf. Control what spells are accessible and you limit their flexibility. </p><p> </p><p>As I said, given JKaron's <em>assumptions</em>, his logic is consistent. But that's like saying if a comet knocked Earth out of its orbit, then life couldn't exist on planet Earth and Earth is a bad planet for life. Sure, if we take these assumptions as true, then he's right. But that's the whole point, I don't buy the assumptions because I would never just hand out any spell a Wizard wanted just because it's in the book. Super powerful magic necessary to accomlish game breaking feats isn't just available for study at the local Wizards guild. It's pretty plausible to think people with Contact Other Plane might not try and track down everyone who has the spell and eliminate them. There are infinite ways and reasons why game breaking spells aren't just there when you are ready to learn them.</p><p> </p><p>Really, what Jkaron says is obvious. Spell casters derive ALL their power from spells. If the one thing that is meant to limit their power is given to them without restrictions, obvoiusly they are going to break the game. I mean you can't compete with an authors imagination when it comes to making up spells that do things. Any cool thing anyone ever saw in a fantasy movie is probably in some splat book somewhere. That doesn't mean you have to make it available.</p><p> </p><p>Look, 3.5 put arbitrary restrictions on magic items...like +5 total enchancment. Well, what if we removed that restriction and let Fighters have swords with any an all manners of spell powers that are available in the books? What if a you could have a sword of Greater Telportation, Power Word Kill, and Love's Pain, and any other nonsense that derails a campaign? So WotC intentionally limited the power of weapons. Well, do you really think they meant that DM's are forced to let Wizards to take any spell they wanted?</p><p> </p><p>I doubt it.</p><p> </p><p> If by optimized, Jkaron mean's we ignore the chief restriction that is supposed to limit a Wizard's power, then yes, there is more power in the way of spells than anything else in the game of D&D. After all, it is "magic" isn't it? </p><p> </p><p>The bottom line is I don't find this dispostive when determining a Monk's abilities. Nor do I find it informative. It simply tells me that as a DM, you have a huge responsibility in managing the spells you make available to players.</p></blockquote><p></p>
[QUOTE="Arrowhawk, post: 5652309, member: 6679551"] Casters have only one method for breaking the game...magic, specifically spells. Anti-magic fields or whatever those wild magic bubbles are in the FR, are a helluva nerf. Control what spells are accessible and you limit their flexibility. As I said, given JKaron's [I]assumptions[/I], his logic is consistent. But that's like saying if a comet knocked Earth out of its orbit, then life couldn't exist on planet Earth and Earth is a bad planet for life. Sure, if we take these assumptions as true, then he's right. But that's the whole point, I don't buy the assumptions because I would never just hand out any spell a Wizard wanted just because it's in the book. Super powerful magic necessary to accomlish game breaking feats isn't just available for study at the local Wizards guild. It's pretty plausible to think people with Contact Other Plane might not try and track down everyone who has the spell and eliminate them. There are infinite ways and reasons why game breaking spells aren't just there when you are ready to learn them. Really, what Jkaron says is obvious. Spell casters derive ALL their power from spells. If the one thing that is meant to limit their power is given to them without restrictions, obvoiusly they are going to break the game. I mean you can't compete with an authors imagination when it comes to making up spells that do things. Any cool thing anyone ever saw in a fantasy movie is probably in some splat book somewhere. That doesn't mean you have to make it available. Look, 3.5 put arbitrary restrictions on magic items...like +5 total enchancment. Well, what if we removed that restriction and let Fighters have swords with any an all manners of spell powers that are available in the books? What if a you could have a sword of Greater Telportation, Power Word Kill, and Love's Pain, and any other nonsense that derails a campaign? So WotC intentionally limited the power of weapons. Well, do you really think they meant that DM's are forced to let Wizards to take any spell they wanted? I doubt it. If by optimized, Jkaron mean's we ignore the chief restriction that is supposed to limit a Wizard's power, then yes, there is more power in the way of spells than anything else in the game of D&D. After all, it is "magic" isn't it? The bottom line is I don't find this dispostive when determining a Monk's abilities. Nor do I find it informative. It simply tells me that as a DM, you have a huge responsibility in managing the spells you make available to players. [/QUOTE]
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Help me convince my DM that monks aren't broken
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