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<blockquote data-quote="Mishihari Lord" data-source="post: 6023554" data-attributes="member: 128"><p>I agree that there should not be deliberately poor build choices, but this is a lousy example of the problem. Which is a better option, a <em>knock</em> spell or a weak fireball? It depends entirely on what you're doing.</p><p></p><p>A design choice that wizards are more about utility than blasting is entirely legit. (Not that I necessarily think this is the choice that 5E should make) If the wizard then wants to choose a weak blast because that's how he wants to play, knowing that it's weaker than the fighter's damage capabilities, he should be able to have that option.</p><p></p><p>That's the problem with demanding that choices should be equally strong. It limits the options of a player who doesn't care about playing an optimized combat-monster, and would rather match his PC to a particular concept or something else that's fun for him.</p><p></p><p>I don't see a problem with rewarding system mastery either. The idea that being good at a game increases you odds of success is pretty commonsense. And it's not like D&D is all that complicated anyway.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 6023554, member: 128"] I agree that there should not be deliberately poor build choices, but this is a lousy example of the problem. Which is a better option, a [I]knock[/I] spell or a weak fireball? It depends entirely on what you're doing. A design choice that wizards are more about utility than blasting is entirely legit. (Not that I necessarily think this is the choice that 5E should make) If the wizard then wants to choose a weak blast because that's how he wants to play, knowing that it's weaker than the fighter's damage capabilities, he should be able to have that option. That's the problem with demanding that choices should be equally strong. It limits the options of a player who doesn't care about playing an optimized combat-monster, and would rather match his PC to a particular concept or something else that's fun for him. I don't see a problem with rewarding system mastery either. The idea that being good at a game increases you odds of success is pretty commonsense. And it's not like D&D is all that complicated anyway. [/QUOTE]
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