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<blockquote data-quote="Wangalade" data-source="post: 6262959" data-attributes="member: 6691437"><p>since when is a taking a non combat cantrip vs a combat cantrip "suboptimal". why is it less "effective" to follow a character concept instead of maxing out combat abilities. roleplaying is supposed to be about more than just killing things, even in odnd it was about getting treasure, not how easily you could kill monsters. just because a certain build/concept may be less effective in straight up combat, doesn't mean it is a substandard character. the whole point of different character builds would be to allow different playstyles. sure there can be characters that are better at killing than other characters, but that doesn't mean they aren't as good. the character who is great in combat probably isn't great in other aspects of the game. when I make a character I am not "forced" to optimize that character for combat. if I design a lawyer I am not going to make a character really good at combat just with the philosophical flavor of a lawyer, but i'm going to make a character that has all the same abilities as an actual lawyer would have. yes he may not be as effective in combat, but i can guarantee he will be an awesome lawyer. that just means he won't be picking fights or charging headlong into fights, he would play it safe by retreating or using other means to avoid outright confrontation. now I realize a lawyer may not be the best example for next, but its just an example. there is no need to claim something is unbalanced because it gives an advantage in combat. not every character wants/needs an advantage in combat. that shouldn't be how we judge the design of a game</p></blockquote><p></p>
[QUOTE="Wangalade, post: 6262959, member: 6691437"] since when is a taking a non combat cantrip vs a combat cantrip "suboptimal". why is it less "effective" to follow a character concept instead of maxing out combat abilities. roleplaying is supposed to be about more than just killing things, even in odnd it was about getting treasure, not how easily you could kill monsters. just because a certain build/concept may be less effective in straight up combat, doesn't mean it is a substandard character. the whole point of different character builds would be to allow different playstyles. sure there can be characters that are better at killing than other characters, but that doesn't mean they aren't as good. the character who is great in combat probably isn't great in other aspects of the game. when I make a character I am not "forced" to optimize that character for combat. if I design a lawyer I am not going to make a character really good at combat just with the philosophical flavor of a lawyer, but i'm going to make a character that has all the same abilities as an actual lawyer would have. yes he may not be as effective in combat, but i can guarantee he will be an awesome lawyer. that just means he won't be picking fights or charging headlong into fights, he would play it safe by retreating or using other means to avoid outright confrontation. now I realize a lawyer may not be the best example for next, but its just an example. there is no need to claim something is unbalanced because it gives an advantage in combat. not every character wants/needs an advantage in combat. that shouldn't be how we judge the design of a game [/QUOTE]
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