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<blockquote data-quote="overgeeked" data-source="post: 8273062" data-attributes="member: 86653"><p>That’s the kind of failure of imagination I was talking about. If the best you can do is “well, the fighter can’t teleport, so they suck” then you’re never going to see anything else. If the only thing that matters is pure white-room theorycrafting damage then certain classes, feats, and builds will always just win. That completely misses the entire point of the game. Exploring a fun fantasy world with your friends and telling cool stories. Don’t treat D&D like a video game and it won’t play like a video game.</p><p></p><p>By the way, you can pick up those narrative powers you’re talking about by roleplaying and exploring the game world. </p><p></p><p>Sure the wizard can cast wild spells, but anyone not a wizard is likely going to be afraid of them. Do whatever they can to get the wizard to go the hell away as quickly as possible. The fighter is going to be more approachable to average people. Guards and soldiers will talk to them and open up more. You can describe your moves and attacks in interesting ways. Interact with the environment. You can use things like cinematic advantage instead if boring flanking. The casters run out if spells, the martial classes don’t run out if muscle.</p><p></p><p>But sure, if “that’s why we invented the five-minute work day” and “it’s just exploration and RP, they don’t matter. Only combat and damage matters” are your responses, then I don’t know what to tell you. You’re probably playing the wrong game with the wrong people.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8273062, member: 86653"] That’s the kind of failure of imagination I was talking about. If the best you can do is “well, the fighter can’t teleport, so they suck” then you’re never going to see anything else. If the only thing that matters is pure white-room theorycrafting damage then certain classes, feats, and builds will always just win. That completely misses the entire point of the game. Exploring a fun fantasy world with your friends and telling cool stories. Don’t treat D&D like a video game and it won’t play like a video game. By the way, you can pick up those narrative powers you’re talking about by roleplaying and exploring the game world. Sure the wizard can cast wild spells, but anyone not a wizard is likely going to be afraid of them. Do whatever they can to get the wizard to go the hell away as quickly as possible. The fighter is going to be more approachable to average people. Guards and soldiers will talk to them and open up more. You can describe your moves and attacks in interesting ways. Interact with the environment. You can use things like cinematic advantage instead if boring flanking. The casters run out if spells, the martial classes don’t run out if muscle. But sure, if “that’s why we invented the five-minute work day” and “it’s just exploration and RP, they don’t matter. Only combat and damage matters” are your responses, then I don’t know what to tell you. You’re probably playing the wrong game with the wrong people. [/QUOTE]
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