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Non choices: must have and wants why someone that hates something must take it
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<blockquote data-quote="Lokiare" data-source="post: 6263032" data-attributes="member: 83996"><p>The problem is we are not just talking about combat. We are talking about being innefective everywhere or in several pillars.</p><p></p><p>So the Pyromancer example in the posts above yours has to take energy substitution feats and various other feats in order to realize their character concept, thus robbing them of choices that might allow them to pick up a background feat that allows an edge in social encounters with nobles.</p><p></p><p>Rather than there just being a school of pyromancy magic (in 5E terms), the player has to give up feats in order to what they want to do making them less effective in other areas.</p><p></p><p>I personally don't think a character should have to gimp themselves in order to play a concept.</p><p></p><p></p><p></p><p>I thought they were hatched in the deep hot pit of....oh wait, that's where they retire...</p><p></p><p></p><p></p><p>The problem is, with the way rituals work in the last public play test packet, casters and Wizards in particular won't have to prepare spells to use them as rituals. This means they don't even have to bother preparing spells that aren't combat applicable. So they still have full access to their combat list and their non-combat list. So non-combat cantrips won't matter very much in comparison. I mean who needs Read Magic when you can take 10 minutes and Comprehend Languages right?</p><p></p><p></p><p></p><p>Wow, I'm sorry but my experience (and that of my friends) is not that 4E/3E have an assumption of "Roll initiative, kill it, move on to the next encounter". In fact 4E has robust out of combat rules on how to award xp. 3E has some rules on the subject. In both you can create adventures that don't have anything to do with combat at all and not have a single combat and still give enough xp to the players to level up.</p><p></p><p>Now if you were to say the adventure modules they released were mostly combat oriented, I'd agree with you.</p><p></p><p>Personally I like to have a way to solve each encounter from each pillar if possible. Sometimes its only possible to have two ways, but that's fine too.</p><p></p><p></p><p></p><p>Yeah, if they do several things properly, then the problem will be a non-problem. Personally I don't have the faith that others appear to have in their abilities.</p></blockquote><p></p>
[QUOTE="Lokiare, post: 6263032, member: 83996"] The problem is we are not just talking about combat. We are talking about being innefective everywhere or in several pillars. So the Pyromancer example in the posts above yours has to take energy substitution feats and various other feats in order to realize their character concept, thus robbing them of choices that might allow them to pick up a background feat that allows an edge in social encounters with nobles. Rather than there just being a school of pyromancy magic (in 5E terms), the player has to give up feats in order to what they want to do making them less effective in other areas. I personally don't think a character should have to gimp themselves in order to play a concept. I thought they were hatched in the deep hot pit of....oh wait, that's where they retire... The problem is, with the way rituals work in the last public play test packet, casters and Wizards in particular won't have to prepare spells to use them as rituals. This means they don't even have to bother preparing spells that aren't combat applicable. So they still have full access to their combat list and their non-combat list. So non-combat cantrips won't matter very much in comparison. I mean who needs Read Magic when you can take 10 minutes and Comprehend Languages right? Wow, I'm sorry but my experience (and that of my friends) is not that 4E/3E have an assumption of "Roll initiative, kill it, move on to the next encounter". In fact 4E has robust out of combat rules on how to award xp. 3E has some rules on the subject. In both you can create adventures that don't have anything to do with combat at all and not have a single combat and still give enough xp to the players to level up. Now if you were to say the adventure modules they released were mostly combat oriented, I'd agree with you. Personally I like to have a way to solve each encounter from each pillar if possible. Sometimes its only possible to have two ways, but that's fine too. Yeah, if they do several things properly, then the problem will be a non-problem. Personally I don't have the faith that others appear to have in their abilities. [/QUOTE]
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