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Poll: As a player, I am always justified in pursuing every advantage I find, no matter what.
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<blockquote data-quote="EzekielRaiden" data-source="post: 8719171" data-attributes="member: 6790260"><p>Same. Even if I were the DM in a situation like this, I would have allowed it to work for that fight, and then had a conversation with the player later, basically saying, "I get that this should be a powerful spell, but in context this may be a bit much. Let's talk about it and how to do it differently." (I actually had to do this with some homebrew content in my DW game--I gave a player something that was too powerful by accident, and after a couple combats, we hashed out some small reductions in its power to make it more balanced. It has worked out pretty well.)</p><p></p><p></p><p>Well, in fairness, 1e was still kinda-sorta-vaguely balanced between the two. A lot of that balance was locked up in: (a) rules both public and private (e.g. loot tables) being <em>inherently biased</em> toward Fighters, and (b) Fighters becoming <em>landed nobility</em> at high level. Between those two things, you end up with a game that recognizes that it has given enormous power to Wizards, and counterbalances that against advantages for Fighters.</p><p></p><p>Unfortunately, because some of those rules were "private"/invisible, other rules were misunderstood, and still others were dropped because they were unwieldy or unworkable in the long run, we have ended up in a situation where casters have slowly shed all of the (let's face it, <em>annoying</em> and/or <em>tedious</em>) weaknesses and limitations they used to have, while Fighters have shed all the cool benefits and bonuses they used to get. Both 2e and (especially) 3e did this, and it seriously impacted the game.</p><p></p><p>4e hard-averted it. 5e is in a weird place, because it definitely didn't return to the heights of 3e imbalance between these archetypes, but it absolutely did bring back a large portion of that imbalance. Reducing spell slots and adding in Concentration (a much less annoying limitation) helped, as did deleting the automatic scaling by "caster level" from 3e. But the fundamental structures remain, the consistent subtle (or not-so-subtle) bias in one direction and not the other.</p><p></p><p></p><p>To an extent, yes, but system does have an impact. There's a reason "Epic 6" rules are so attractive to people who like the <em>idea</em> of 3rd edition but dislike how it works beyond the early levels (which, it's worth noting, are the only ones that got rigorous playtesting! Imagine that!)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8719171, member: 6790260"] Same. Even if I were the DM in a situation like this, I would have allowed it to work for that fight, and then had a conversation with the player later, basically saying, "I get that this should be a powerful spell, but in context this may be a bit much. Let's talk about it and how to do it differently." (I actually had to do this with some homebrew content in my DW game--I gave a player something that was too powerful by accident, and after a couple combats, we hashed out some small reductions in its power to make it more balanced. It has worked out pretty well.) Well, in fairness, 1e was still kinda-sorta-vaguely balanced between the two. A lot of that balance was locked up in: (a) rules both public and private (e.g. loot tables) being [I]inherently biased[/I] toward Fighters, and (b) Fighters becoming [I]landed nobility[/I] at high level. Between those two things, you end up with a game that recognizes that it has given enormous power to Wizards, and counterbalances that against advantages for Fighters. Unfortunately, because some of those rules were "private"/invisible, other rules were misunderstood, and still others were dropped because they were unwieldy or unworkable in the long run, we have ended up in a situation where casters have slowly shed all of the (let's face it, [I]annoying[/I] and/or [I]tedious[/I]) weaknesses and limitations they used to have, while Fighters have shed all the cool benefits and bonuses they used to get. Both 2e and (especially) 3e did this, and it seriously impacted the game. 4e hard-averted it. 5e is in a weird place, because it definitely didn't return to the heights of 3e imbalance between these archetypes, but it absolutely did bring back a large portion of that imbalance. Reducing spell slots and adding in Concentration (a much less annoying limitation) helped, as did deleting the automatic scaling by "caster level" from 3e. But the fundamental structures remain, the consistent subtle (or not-so-subtle) bias in one direction and not the other. To an extent, yes, but system does have an impact. There's a reason "Epic 6" rules are so attractive to people who like the [I]idea[/I] of 3rd edition but dislike how it works beyond the early levels (which, it's worth noting, are the only ones that got rigorous playtesting! Imagine that!) [/QUOTE]
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Community
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Poll: As a player, I am always justified in pursuing every advantage I find, no matter what.
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