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Spell Versatility is GONE. Rejoice!
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<blockquote data-quote="Chaosmancer" data-source="post: 8132499" data-attributes="member: 6801228"><p>Congrats, you knocked down a strawman. </p><p></p><p>Have a quote from a designer saying "There is a silent majority of 14 year olds who won't understand that this rule will unravel their games, since it was such a bad rule we refuse to print it in an official sourcebook. It is dead because it was a bad rule."? </p><p></p><p>Something like that? Or do you want to just hold up a book and say "Look, see, see it isn't there, I was right I was right."?</p><p></p><p></p><p>-----------------------------------------------------------------------------------------------------------------------</p><p></p><p></p><p></p><p>My car has a gauge that tells me its top speed is 140 mph. I've never pushed that, I speed but I tend to be under a hundred. </p><p></p><p>Was my car built to handle 140 mph? Yes. It was designed to handle those speeds, even if it will never be driven at those speeds. It also has a sun roof. That sun roof should never be opened if I am driving that fast. It can, but it wasn't added to the car as part of that design. </p><p></p><p></p><p>Is a Bard with any possible spell better than one that can only do fire damage? Sure, it is. Was the bard class designed if the assumption that al they would have is fire spells? No. It was it designed with the assumption that all they would have is charm spells? No. Was it designed with the assumption that they would only have healing spells? No. </p><p></p><p>It was designed to be a spellcaster, and they assumed that you would have an ideal spell list. That was where the balance was at. Then they went back and said "well, are there any obvious themes we missed that players are going to pick? </p><p></p><p>That is my point. Practically, there is a limit on what spells you can have available. But when designing a class that has millions of possible spell list permutations, they had to pick a baseline to balance around. They balanced around assuming that whatever spell you have will function as a key part of the objectives you have in the game. </p><p></p><p>They did not assume that you will have spells that are worthless in your spell list. </p><p></p><p>Practically, you will, but that is not how the class was balanced.</p><p></p><p></p><p></p><p></p><p>Even if those additional spells aren't useful in the situation?</p><p></p><p></p><p></p><p>So now incomplete rules are bad rules. </p><p></p><p>This are such strange conversations.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8132499, member: 6801228"] Congrats, you knocked down a strawman. Have a quote from a designer saying "There is a silent majority of 14 year olds who won't understand that this rule will unravel their games, since it was such a bad rule we refuse to print it in an official sourcebook. It is dead because it was a bad rule."? Something like that? Or do you want to just hold up a book and say "Look, see, see it isn't there, I was right I was right."? ----------------------------------------------------------------------------------------------------------------------- My car has a gauge that tells me its top speed is 140 mph. I've never pushed that, I speed but I tend to be under a hundred. Was my car built to handle 140 mph? Yes. It was designed to handle those speeds, even if it will never be driven at those speeds. It also has a sun roof. That sun roof should never be opened if I am driving that fast. It can, but it wasn't added to the car as part of that design. Is a Bard with any possible spell better than one that can only do fire damage? Sure, it is. Was the bard class designed if the assumption that al they would have is fire spells? No. It was it designed with the assumption that all they would have is charm spells? No. Was it designed with the assumption that they would only have healing spells? No. It was designed to be a spellcaster, and they assumed that you would have an ideal spell list. That was where the balance was at. Then they went back and said "well, are there any obvious themes we missed that players are going to pick? That is my point. Practically, there is a limit on what spells you can have available. But when designing a class that has millions of possible spell list permutations, they had to pick a baseline to balance around. They balanced around assuming that whatever spell you have will function as a key part of the objectives you have in the game. They did not assume that you will have spells that are worthless in your spell list. Practically, you will, but that is not how the class was balanced. Even if those additional spells aren't useful in the situation? So now incomplete rules are bad rules. This are such strange conversations. [/QUOTE]
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