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No Longer an Interest Check - 5E Rise of Tiamat + Corebooks PBP - OOC
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<blockquote data-quote="tglassy" data-source="post: 7933410" data-attributes="member: 6855204"><p>You shouldn’t have to approve ANY Wild Shape form or spell that’s in the Players Handbook. That’s my point in all this. Why do I get nerfed because I use my resources? If CR is being easily beaten, then up the CR. </p><p></p><p>Lvls 1-4 are Tier 1. Tier 1 is for relatively new adventurers, sometimes even apprentices, as shown by the fact that many don’t even have their subclass yet. Dangers are usually simple. Goblins, kobalds, an occasional Orc or something bigger. But the threat of a Critical Hit killing a player is real, as is being ambushed while resting. Watches have to be kept, etc. </p><p></p><p>Lvls 5-10 are Tier 2, and they are much stronger. Lvl 5 is a big power boost for all involved. Combat classes get their second attack per turn, while castors get access to 3rd lvl spells, which are potent, much more so than lvl 2 spells, which are mostly utility. Those problems that Tier 1 characters have aren’t problems. A single fireball can take out a whole group of Kobalds. They have magic that can let them sleep unhindered. They have money to buy wagons to carry their supplies, or use magic to literally create food. Their problems are bigger, though, and the monsters they fight are bigger. Saying that “all their problems are gone” just because they can rest without being disturbed is thinking too small. </p><p></p><p>Lvls 11-16 are Tier 3, and they are national powerhouses. They can destroy whole clans of Kobalds by themselves. They have access to spells to create whole demi planes of reality that they can rest in. Their problems, therefore, have worldwide significance, and are not “A random baddie woke you up, roll initiative!” </p><p></p><p>Lvls 17-20 are Epic Levels, and are on a cosmic level. They get their lvl 9 spells, like Wish and True Polymorph. A wizard is literally immortal by this point. All they have to do is cast Clone on themselves, creating a younger clone of themselves, and hide it in their own Demiplane that only they know, using Drawmji’s Instant Summons on all their most important items (like spell book). If they die, their spirit goes into their clone, and they can summon all their items back to them. Rinse, repeat. </p><p></p><p>At that point, if your problems have to do with the gods and planar travel. </p><p></p><p>The books they release are rated for those tiers of play. The main problem I’m seeing is that you seem to plan to throw us into an adventure designed for Tier 2 and 3, but you still want to nerf us down to Tier 1. </p><p></p><p>And it’s not min-maxing to look at a spell that says “you can summon X number of animals”, and then look for animals that would work in your situation. </p><p></p><p>I’m out. Y’all have fun. I’m just not comfortable jumping into a game where I’m going to have to assume the spells don’t work as intended, or with the threat that they can be changed or taken simply because I won an encounter.</p></blockquote><p></p>
[QUOTE="tglassy, post: 7933410, member: 6855204"] You shouldn’t have to approve ANY Wild Shape form or spell that’s in the Players Handbook. That’s my point in all this. Why do I get nerfed because I use my resources? If CR is being easily beaten, then up the CR. Lvls 1-4 are Tier 1. Tier 1 is for relatively new adventurers, sometimes even apprentices, as shown by the fact that many don’t even have their subclass yet. Dangers are usually simple. Goblins, kobalds, an occasional Orc or something bigger. But the threat of a Critical Hit killing a player is real, as is being ambushed while resting. Watches have to be kept, etc. Lvls 5-10 are Tier 2, and they are much stronger. Lvl 5 is a big power boost for all involved. Combat classes get their second attack per turn, while castors get access to 3rd lvl spells, which are potent, much more so than lvl 2 spells, which are mostly utility. Those problems that Tier 1 characters have aren’t problems. A single fireball can take out a whole group of Kobalds. They have magic that can let them sleep unhindered. They have money to buy wagons to carry their supplies, or use magic to literally create food. Their problems are bigger, though, and the monsters they fight are bigger. Saying that “all their problems are gone” just because they can rest without being disturbed is thinking too small. Lvls 11-16 are Tier 3, and they are national powerhouses. They can destroy whole clans of Kobalds by themselves. They have access to spells to create whole demi planes of reality that they can rest in. Their problems, therefore, have worldwide significance, and are not “A random baddie woke you up, roll initiative!” Lvls 17-20 are Epic Levels, and are on a cosmic level. They get their lvl 9 spells, like Wish and True Polymorph. A wizard is literally immortal by this point. All they have to do is cast Clone on themselves, creating a younger clone of themselves, and hide it in their own Demiplane that only they know, using Drawmji’s Instant Summons on all their most important items (like spell book). If they die, their spirit goes into their clone, and they can summon all their items back to them. Rinse, repeat. At that point, if your problems have to do with the gods and planar travel. The books they release are rated for those tiers of play. The main problem I’m seeing is that you seem to plan to throw us into an adventure designed for Tier 2 and 3, but you still want to nerf us down to Tier 1. And it’s not min-maxing to look at a spell that says “you can summon X number of animals”, and then look for animals that would work in your situation. I’m out. Y’all have fun. I’m just not comfortable jumping into a game where I’m going to have to assume the spells don’t work as intended, or with the threat that they can be changed or taken simply because I won an encounter. [/QUOTE]
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