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General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls says control spells are ruining 5th Edition
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<blockquote data-quote="EzekielRaiden" data-source="post: 9789491" data-attributes="member: 6790260"><p>Then why do monsters do some things as attacks and other things as saves?</p><p></p><p>Why this hybrid? If players like rolling, make them roll <em>always</em>. And if players want simple easy-to-learn systems, then <em>do that</em>. What's the point of this half-on, half-off, half-who-knows-where approach?</p><p></p><p></p><p>I just...what? How does that give <em>any</em> sense of agency? For real? Your saving throws are not in any way under your control during the fight. Your AC is more under your control than that!</p><p></p><p>And who says you can't get mixed results from attack rolls? You...literally can do that. That's what multiple-attack actions <em>already do</em>.</p><p></p><p></p><p>No. They need to be <em>balanced</em> so that they're worth doing, without ending fights all by themselves. That's literally the problem here. People keep trying to find the perfect way to balance the needle on its tip, and it just isn't going to happen.</p><p></p><p></p><p>I never said that that's what it should be...? You're the one injecting the "lots" here.</p><p></p><p></p><p>I'm sorry, your typos make it a bit hard to understand what you're saying here, but all I can say on that front is: That's one of the only things that makes Sorcerers actually <em>cool</em> in 5e. Because they can avoid that--I play one right now. I've dropped <em>fireball</em> + Careful Spell on the party at least three times now, and every time it's been really quite effective. Not as effective as a tailored spell, such as <em>shatter</em> on constructs (something which happened in the same fight as some of those aforementioned Careful <em>fireballs</em>), but quite effective nonetheless.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9789491, member: 6790260"] Then why do monsters do some things as attacks and other things as saves? Why this hybrid? If players like rolling, make them roll [I]always[/I]. And if players want simple easy-to-learn systems, then [I]do that[/I]. What's the point of this half-on, half-off, half-who-knows-where approach? I just...what? How does that give [I]any[/I] sense of agency? For real? Your saving throws are not in any way under your control during the fight. Your AC is more under your control than that! And who says you can't get mixed results from attack rolls? You...literally can do that. That's what multiple-attack actions [I]already do[/I]. No. They need to be [I]balanced[/I] so that they're worth doing, without ending fights all by themselves. That's literally the problem here. People keep trying to find the perfect way to balance the needle on its tip, and it just isn't going to happen. I never said that that's what it should be...? You're the one injecting the "lots" here. I'm sorry, your typos make it a bit hard to understand what you're saying here, but all I can say on that front is: That's one of the only things that makes Sorcerers actually [I]cool[/I] in 5e. Because they can avoid that--I play one right now. I've dropped [I]fireball[/I] + Careful Spell on the party at least three times now, and every time it's been really quite effective. Not as effective as a tailored spell, such as [I]shatter[/I] on constructs (something which happened in the same fight as some of those aforementioned Careful [I]fireballs[/I]), but quite effective nonetheless. [/QUOTE]
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Mike Mearls says control spells are ruining 5th Edition
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