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Community
General Tabletop Discussion
*Dungeons & Dragons
Martial/Caster balance and the Grease spell
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<blockquote data-quote="Dessert Nomad" data-source="post: 8328752" data-attributes="member: 6976536"><p>You know, I had skipped the whole jumping bit since it's irrelevant, but I want to point out that what is described here is changing the basic rules of the game in a way that makes melee attackers much, much less effective, and anything that walks (instead of flying or teleporting) noticeably less effective. Part of the balance of a spell like grease is that, if you use the standard rules instead of house-ruling it to be better, almost any creature can easily step over it. I think describing a fire giant or dinosaur stepping over an obstacle that is less than it's stride as 'ridiculous leaps/jumps/parkour nonsense' is completely unfounded. A huge giant crossing 10x10 obstacle is roughly equivalent to a human crossing a 3' obstacle, and for a large creature it's like crossing a 5' obstacle. This isn't some kind of super-parkour, this is taking a slightly long step (huge) or making something that's barely a leap (large). </p><p></p><p>And discussing the balance of a spell vs a type of creature while house-ruling away the fact that RAW the creatures can easily bypass the spell is silly. Of course if you house rule enough in favor of a particular ability it becomes more powerful, but it's the balance of the house rule that's significant there. </p><p></p><p>Also, since I'm going on this sidetrack, I'll also say that I find modeling a fast blaster armed hit-and-run walker like the AT-ST with the slow, melee oriented stats of a fire giant a bit peculiar, especially when you're making the walker half the size of the movie walkers (which are around 25' instead of 12'). I'd give them good speed (like a 40-60' move rate, movie AT-ST has a top speed of 55 Mph) with a ranged attack as their main attack.</p></blockquote><p></p>
[QUOTE="Dessert Nomad, post: 8328752, member: 6976536"] You know, I had skipped the whole jumping bit since it's irrelevant, but I want to point out that what is described here is changing the basic rules of the game in a way that makes melee attackers much, much less effective, and anything that walks (instead of flying or teleporting) noticeably less effective. Part of the balance of a spell like grease is that, if you use the standard rules instead of house-ruling it to be better, almost any creature can easily step over it. I think describing a fire giant or dinosaur stepping over an obstacle that is less than it's stride as 'ridiculous leaps/jumps/parkour nonsense' is completely unfounded. A huge giant crossing 10x10 obstacle is roughly equivalent to a human crossing a 3' obstacle, and for a large creature it's like crossing a 5' obstacle. This isn't some kind of super-parkour, this is taking a slightly long step (huge) or making something that's barely a leap (large). And discussing the balance of a spell vs a type of creature while house-ruling away the fact that RAW the creatures can easily bypass the spell is silly. Of course if you house rule enough in favor of a particular ability it becomes more powerful, but it's the balance of the house rule that's significant there. Also, since I'm going on this sidetrack, I'll also say that I find modeling a fast blaster armed hit-and-run walker like the AT-ST with the slow, melee oriented stats of a fire giant a bit peculiar, especially when you're making the walker half the size of the movie walkers (which are around 25' instead of 12'). I'd give them good speed (like a 40-60' move rate, movie AT-ST has a top speed of 55 Mph) with a ranged attack as their main attack. [/QUOTE]
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Martial/Caster balance and the Grease spell
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