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<blockquote data-quote="Gradine" data-source="post: 5341453" data-attributes="member: 57112"><p>Probably the most rational post in the thread, which I unfortunately cannot give XP to.</p><p></p><p>Re: "Instant Friends" v. "Shield"</p><p></p><p>The question I would pose to you, concerning your reasons why "Shield" is such a better designed power than "Instant Friends", is what your opinion on other non-combat utilities like Glib Tongue or Arcane Mutterings. Okay, Glib Tongue has that +2 to attack with Charm spells, but let's focus on skill check aspect of it. Sure, they have a clear mechanical benefit to a skill (+5 Diplomacy for Glib Tongue, as much as a +9 or +10 to any social skill for Arcane Mutterings), but as P1nback has pointed out: what's the clear mechanical benefit to having a better Diplomacy/Bluff/Intimidate? How can you defend the existence of <em>any </em>skill-boosting utility (many classes have them) against other same-leveled utilities with clearer combat benefits?</p><p></p><p>What's more, how can you defend the existence of <em>cantrips</em>? Sure, these powers are more detailed and defined in what they're capable of than Instant Friends, but the idea that this kind of "DM has to determine the effectiveness" power was not without precedent. And before you point out that those are class features and you don't have to choose between cantrips and something with more clear-cut benefits, I point you to exhibit B: the level 6 utility Disguise Self. Is Disguise Self worse than say, Dimension Door? The Char Op board seems to think so, but I think we can all agree there's more to roleplaying games than character optimization.</p><p></p><p>Let's dial it back an edition or two. What's the "better designed" 1st level spell: Magic Missile or Silent Image? Keep in mind; my Beguiler may take issue with your answer. Let's keep it in in-school: Cloudkill or Major Creation?</p><p></p><p><span style="font-size: 12px"><strong>Conditional use does not a bad power make.</strong></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong></strong><span style="font-size: 10px">The <em>only </em>situation in which taking such a power is a bad idea is when your DM creates railroad "adventures" filled with fights and encounters the players are "supposed to" go through, constructed with absolutely no regard to party makeup. Think the DM who, despite having a Party Face and a Dungeoneering Rogue in the party, refuses to insert social encounters or bother with traps. Even the "average" DM can figure out that this is terrible DMing. </span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Yeah, Instant Friends is a terrible power in a campaign where a DM doesn't really have social encounters or doesn't like the power and therefore doesn't let it impact anything, but then, a lot of powers and skills are useless in such a situation. A lot of the Wizard's Area powers are terrible in a campaign in which the DM doesn't like minions and never uses them, but that doesn't make those terrible powers either.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p></blockquote><p></p>
[QUOTE="Gradine, post: 5341453, member: 57112"] Probably the most rational post in the thread, which I unfortunately cannot give XP to. Re: "Instant Friends" v. "Shield" The question I would pose to you, concerning your reasons why "Shield" is such a better designed power than "Instant Friends", is what your opinion on other non-combat utilities like Glib Tongue or Arcane Mutterings. Okay, Glib Tongue has that +2 to attack with Charm spells, but let's focus on skill check aspect of it. Sure, they have a clear mechanical benefit to a skill (+5 Diplomacy for Glib Tongue, as much as a +9 or +10 to any social skill for Arcane Mutterings), but as P1nback has pointed out: what's the clear mechanical benefit to having a better Diplomacy/Bluff/Intimidate? How can you defend the existence of [I]any [/I]skill-boosting utility (many classes have them) against other same-leveled utilities with clearer combat benefits? What's more, how can you defend the existence of [I]cantrips[/I]? Sure, these powers are more detailed and defined in what they're capable of than Instant Friends, but the idea that this kind of "DM has to determine the effectiveness" power was not without precedent. And before you point out that those are class features and you don't have to choose between cantrips and something with more clear-cut benefits, I point you to exhibit B: the level 6 utility Disguise Self. Is Disguise Self worse than say, Dimension Door? The Char Op board seems to think so, but I think we can all agree there's more to roleplaying games than character optimization. Let's dial it back an edition or two. What's the "better designed" 1st level spell: Magic Missile or Silent Image? Keep in mind; my Beguiler may take issue with your answer. Let's keep it in in-school: Cloudkill or Major Creation? [SIZE=3][B]Conditional use does not a bad power make. [/B][SIZE=2]The [I]only [/I]situation in which taking such a power is a bad idea is when your DM creates railroad "adventures" filled with fights and encounters the players are "supposed to" go through, constructed with absolutely no regard to party makeup. Think the DM who, despite having a Party Face and a Dungeoneering Rogue in the party, refuses to insert social encounters or bother with traps. Even the "average" DM can figure out that this is terrible DMing. Yeah, Instant Friends is a terrible power in a campaign where a DM doesn't really have social encounters or doesn't like the power and therefore doesn't let it impact anything, but then, a lot of powers and skills are useless in such a situation. A lot of the Wizard's Area powers are terrible in a campaign in which the DM doesn't like minions and never uses them, but that doesn't make those terrible powers either. [/SIZE][/SIZE] [/QUOTE]
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