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General Tabletop Discussion
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Long Rests vs Short Rests
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<blockquote data-quote="Stalker0" data-source="post: 8269091" data-attributes="member: 5889"><p>That's supposition at best. You asked for mechanical advantages of the wizard. I have provided them as RAW. You can't then look at them and say "oh well no one uses that".</p><p></p><p>But even if you don't use Hut for its nigh invincibility to mundane encounters, its still wonderful dealing with weather effects outside. Again, still a useful contribution to the exploration pillar.</p><p></p><p>Sure, a GM of course decides how much information to provide, just like a perception check and an investigation check. Doesn't mean its not exceptionally useful. Got a murder mystery on your hands, the corpse might literally be able to tell you who dun it, and certainly would have incentive to do so. Or maybe not....but the wizard at least gets to try and have that cool cinematic moment.</p><p></p><p>Or perhaps I spent a good amount of time and effort creating that spell list that you practically demanded on this thread, and didn't even think about the other aspects. These kinds of statements are not arguments in good faith and are not endearing qualities, why don't we just tone down the assumptions and simply debate what is presented.</p><p></p><p>I mean if you want Wizard skills there are : Arcana - One of the most common skills used for pretty much any kind of magical anything. Find a mystical object in the woods....arcana. Find a runic barrier....arcana. Dealing with a nasty magical beast....arcana. And there is always investigation if you want to be Sherlock Holmes and handle that part of the exploration pillar. Even a rogue with expertise in only likely to match your investigation until about 9th (when they get an additional +4), unless they have a very high int, which is not my experience with 5e rogues. I've seen some 12 int rogues, but I've never seen higher in my games so far.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8269091, member: 5889"] That's supposition at best. You asked for mechanical advantages of the wizard. I have provided them as RAW. You can't then look at them and say "oh well no one uses that". But even if you don't use Hut for its nigh invincibility to mundane encounters, its still wonderful dealing with weather effects outside. Again, still a useful contribution to the exploration pillar. Sure, a GM of course decides how much information to provide, just like a perception check and an investigation check. Doesn't mean its not exceptionally useful. Got a murder mystery on your hands, the corpse might literally be able to tell you who dun it, and certainly would have incentive to do so. Or maybe not....but the wizard at least gets to try and have that cool cinematic moment. Or perhaps I spent a good amount of time and effort creating that spell list that you practically demanded on this thread, and didn't even think about the other aspects. These kinds of statements are not arguments in good faith and are not endearing qualities, why don't we just tone down the assumptions and simply debate what is presented. I mean if you want Wizard skills there are : Arcana - One of the most common skills used for pretty much any kind of magical anything. Find a mystical object in the woods....arcana. Find a runic barrier....arcana. Dealing with a nasty magical beast....arcana. And there is always investigation if you want to be Sherlock Holmes and handle that part of the exploration pillar. Even a rogue with expertise in only likely to match your investigation until about 9th (when they get an additional +4), unless they have a very high int, which is not my experience with 5e rogues. I've seen some 12 int rogues, but I've never seen higher in my games so far. [/QUOTE]
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