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Long Rests vs Short Rests
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<blockquote data-quote="FrogReaver" data-source="post: 8268980" data-attributes="member: 6795602"><p>You've made alot of incomplete assessments here. You really seem to be digging in hard to assume the caster is using these abilities in unreasonable ways to bolster the argument that they add no value.</p><p></p><p></p><p>I think you are missing the biggest point here. The familiar provides a unique method of scouting ahead. It doesn't have to be full proof to provide benefit. It doesn't always have to be better than the rogue scouting ahead - you don't have to use it when there's a better option - or you can use it along with the better option for redundancy.</p><p></p><p></p><p>Agreed. Of course it also prevents drowning deaths. And swimming with heavy armor on might be determined impossible. It's a good insurance plan - even if the situation rarely arises.</p><p></p><p></p><p>Of course you perceive and investigate first. It's only at the point where you've decided someone needs to push the level where the servant comes in. Sure it's not full proof because as you noted there are numerous ways it can still go wrong but it doesn't have to be full proof to add value.</p><p></p><p></p><p>Agreed. But if you need to convey some idea - it's 10 times easier to hand and head gesture and draw in the dirt with a stick to get them to understand your meaning when you can hear their reactions. Again, it's a value add even if not perfect.</p><p></p><p></p><p>It's valuable for any time you are going to take a rest where you have a possibility of being ambushed. That's value that a non-caster simply cannot bring.</p><p></p><p></p><p>And it would likely be a bigger setback if you didn't have the tiny hut.</p><p></p><p></p><p></p><p>I think it was added in tasha's. Anyways, it's alot better than having no information.</p><p></p><p></p><p>You assume the party will be able to find a living person and compel him to speak truthfully with no magic. That may not be possible in many circumstances. And it may take to long to be useful in others. Here again the caster is adding non-combat value.</p><p></p><p></p><p></p><p>Does expertise change the fundamentals of the game? Because I think you are setting a bit of a double standard there.</p><p></p><p></p><p></p><p>Agreed</p><p></p><p></p><p>Sure, but there's also risks for not attempting this at all. Which carries the greater risk?</p><p></p><p></p><p>That's going to vary by table as there's not much in the way of downtime rules for player crafting.</p><p></p><p></p><p>That's because you keep arguing that the abilities are being used in dumb ways, and that there is always an alternative to accomplish the goal without the spell which really isn't the case. It's plausible there are sometimes alternative mundane ways, but other times there just isn't or time pressure precludes them.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8268980, member: 6795602"] You've made alot of incomplete assessments here. You really seem to be digging in hard to assume the caster is using these abilities in unreasonable ways to bolster the argument that they add no value. I think you are missing the biggest point here. The familiar provides a unique method of scouting ahead. It doesn't have to be full proof to provide benefit. It doesn't always have to be better than the rogue scouting ahead - you don't have to use it when there's a better option - or you can use it along with the better option for redundancy. Agreed. Of course it also prevents drowning deaths. And swimming with heavy armor on might be determined impossible. It's a good insurance plan - even if the situation rarely arises. Of course you perceive and investigate first. It's only at the point where you've decided someone needs to push the level where the servant comes in. Sure it's not full proof because as you noted there are numerous ways it can still go wrong but it doesn't have to be full proof to add value. Agreed. But if you need to convey some idea - it's 10 times easier to hand and head gesture and draw in the dirt with a stick to get them to understand your meaning when you can hear their reactions. Again, it's a value add even if not perfect. It's valuable for any time you are going to take a rest where you have a possibility of being ambushed. That's value that a non-caster simply cannot bring. And it would likely be a bigger setback if you didn't have the tiny hut. I think it was added in tasha's. Anyways, it's alot better than having no information. You assume the party will be able to find a living person and compel him to speak truthfully with no magic. That may not be possible in many circumstances. And it may take to long to be useful in others. Here again the caster is adding non-combat value. Does expertise change the fundamentals of the game? Because I think you are setting a bit of a double standard there. Agreed Sure, but there's also risks for not attempting this at all. Which carries the greater risk? That's going to vary by table as there's not much in the way of downtime rules for player crafting. That's because you keep arguing that the abilities are being used in dumb ways, and that there is always an alternative to accomplish the goal without the spell which really isn't the case. It's plausible there are sometimes alternative mundane ways, but other times there just isn't or time pressure precludes them. [/QUOTE]
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