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One D&D Survey Feedback: Weapon Mastery Spectacular; Warlock and Wizard Mixed Reactions
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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 9112960" data-attributes="member: 7029588"><p>The point remains that any other player can also do this, but some players can do this idea generation and get mechanical ways for their character to contribute to the execution as well and some don't. Why is this?</p><p></p><p>Combat has 2 parameters:</p><p></p><p>1) player skill input on what to do (idea)- where to move, who to attack, which ability to use, how to coordinate with other players, if you want to use terrain or other features, etc.</p><p></p><p>2) character ability input decides how effective the outcome is (execution) - sometimes influenced by random factors of the d20 but mostly based on the character abilities and how they work. There are some "DM decides" situations</p><p></p><p>Although some would say spellcasters have more going for them in #2 in combat as well, the gap is wider in non combat.</p><p></p><p>The player skill for non combat is the "idea" generation which everyone can do and a bit broader in non-combat so maybe has a little more importance than in combat. The character ability input is skills, class abilities including spells, and DM decides.</p><p></p><p>It wouldn't be too satisfying if in combat the Fighter player only got to contribute to deciding where to place the Wizard's Fireball (idea generation) but their character never got to swing their sword and make an attack (character contributing to the execution of defeating enemies)? Or all the Fighters attacks and actions are only adjudicated though DM decides instead of att vs AC, etc.?</p><p></p><p>There is no easy solution to this however given D&D magic is so powerful and versatile.</p><p></p><p>You can give non spellcasters some non combat abilities but to match anything higher level I think you have to get into narrative control. Even some lower level stuff this is true because magic tends to "just work" and completes the goal vs contribute partly to the goal.</p><p></p><p>You can use non-combat resolution systems like skill challenges where you can frame the challenge such that a spell can not result in 100% completion by definition. Yes you teleport, but...</p><p></p><p>You can remove the non combat spells that should be party resources into a separate system like 4e Rituals and spread around a bit.</p><p></p><p>I'm sure there are others.</p></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 9112960, member: 7029588"] The point remains that any other player can also do this, but some players can do this idea generation and get mechanical ways for their character to contribute to the execution as well and some don't. Why is this? Combat has 2 parameters: 1) player skill input on what to do (idea)- where to move, who to attack, which ability to use, how to coordinate with other players, if you want to use terrain or other features, etc. 2) character ability input decides how effective the outcome is (execution) - sometimes influenced by random factors of the d20 but mostly based on the character abilities and how they work. There are some "DM decides" situations Although some would say spellcasters have more going for them in #2 in combat as well, the gap is wider in non combat. The player skill for non combat is the "idea" generation which everyone can do and a bit broader in non-combat so maybe has a little more importance than in combat. The character ability input is skills, class abilities including spells, and DM decides. It wouldn't be too satisfying if in combat the Fighter player only got to contribute to deciding where to place the Wizard's Fireball (idea generation) but their character never got to swing their sword and make an attack (character contributing to the execution of defeating enemies)? Or all the Fighters attacks and actions are only adjudicated though DM decides instead of att vs AC, etc.? There is no easy solution to this however given D&D magic is so powerful and versatile. You can give non spellcasters some non combat abilities but to match anything higher level I think you have to get into narrative control. Even some lower level stuff this is true because magic tends to "just work" and completes the goal vs contribute partly to the goal. You can use non-combat resolution systems like skill challenges where you can frame the challenge such that a spell can not result in 100% completion by definition. Yes you teleport, but... You can remove the non combat spells that should be party resources into a separate system like 4e Rituals and spread around a bit. I'm sure there are others. [/QUOTE]
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