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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="OB1" data-source="post: 6993466" data-attributes="member: 6796241"><p>I'm not arguing that you can't or shouldn't change the fiction in your game, you absolutely should if you feel it is necessary, I'm arguing that the design of the spell is acceptable in the vast majority of use cases, and therefore doesn't require change. </p><p></p><p></p><p></p><p>Sorry Capn, but you aren't criticizing the game, you are complaining about it, and there is a huge difference.</p><p></p><p>Criticism of art requires examination of the author's intent versus the actual result in the intended audience.</p><p></p><p>Complaining about art means saying that you don't agree with or "like" the intent of the author.</p><p></p><p>The intent of 5e's game design could not be clearer. Using the CRs and experience per day guidelines in the DMG, any PC built using the core rules (no feats or MC) who put their highest stat in their primary attack stat (as per the guidelines in the creation of every class and using standard array, this would be a 15/+2) will be effective. This was done so that players can play any race and use any feat or MC combination without fear that their PC will not meet the base expectation of the game, allowing for thousands of possible combinations. Some are much more powerful than others, and as such, will make the game less challenging in the combat pillar, just as giving magic items to a PC will. That is the intent.</p><p></p><p>Because of this, the fact that the designers made a mistake and made a few feats a bit more powerful than intended doesn't hurt the overall design intent of the game and therefore doesn't require fixing. I've made the same argument about the PHB Ranger from the other side. Many people Complain that the Ranger is underpowered, and it is less powerful than many other classes on a pure DPR scale, but the class does meet the minimum requirements as written. </p><p></p><p>So because I like that intent, and I enjoy the fact that instead of a game with only one or two effective builds per class there are hundreds, and that allows me to play the character I want without worrying about not holding my own in combat, or to challenge myself by creating builds below the expected curve, I don't complain about the design, but am more that willing to offer advice to those for who do not like the intent to make the game work better for them, while also arguing against changing the fundamental design of the game.</p></blockquote><p></p>
[QUOTE="OB1, post: 6993466, member: 6796241"] I'm not arguing that you can't or shouldn't change the fiction in your game, you absolutely should if you feel it is necessary, I'm arguing that the design of the spell is acceptable in the vast majority of use cases, and therefore doesn't require change. Sorry Capn, but you aren't criticizing the game, you are complaining about it, and there is a huge difference. Criticism of art requires examination of the author's intent versus the actual result in the intended audience. Complaining about art means saying that you don't agree with or "like" the intent of the author. The intent of 5e's game design could not be clearer. Using the CRs and experience per day guidelines in the DMG, any PC built using the core rules (no feats or MC) who put their highest stat in their primary attack stat (as per the guidelines in the creation of every class and using standard array, this would be a 15/+2) will be effective. This was done so that players can play any race and use any feat or MC combination without fear that their PC will not meet the base expectation of the game, allowing for thousands of possible combinations. Some are much more powerful than others, and as such, will make the game less challenging in the combat pillar, just as giving magic items to a PC will. That is the intent. Because of this, the fact that the designers made a mistake and made a few feats a bit more powerful than intended doesn't hurt the overall design intent of the game and therefore doesn't require fixing. I've made the same argument about the PHB Ranger from the other side. Many people Complain that the Ranger is underpowered, and it is less powerful than many other classes on a pure DPR scale, but the class does meet the minimum requirements as written. So because I like that intent, and I enjoy the fact that instead of a game with only one or two effective builds per class there are hundreds, and that allows me to play the character I want without worrying about not holding my own in combat, or to challenge myself by creating builds below the expected curve, I don't complain about the design, but am more that willing to offer advice to those for who do not like the intent to make the game work better for them, while also arguing against changing the fundamental design of the game. [/QUOTE]
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Helping melee combat to be more competitive to ranged.
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