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<blockquote data-quote="Alzrius" data-source="post: 5967734" data-attributes="member: 8461"><p>kitcik, I wanted to weigh in with my thoughts here, I hope you don't mind.</p><p></p><p></p><p></p><p>I linked to a blog article on a previous page talking about how the first point ("CR-appropriate challenges") is much more flexible than the oft-cited "four encounters of CR equal to the party's level" paradigm. Hence, that particular point is something of a loose guideline, at best.</p><p> </p><p></p><p></p><p>I don't believe this to be the case. Presuming that you limit "CR-appropriate encounters" to monsters, then there's no particular monster that a fighter is "incapable" of overcoming. (e.g. the Tarrasque requires a <em>wish</em> to stay dead, but a <em>ring of three wishes</em> can step in there, as all characters have a certain amount of assumed gear values).</p><p></p><p>If you presume that such challenges include environmental ones (e.g. a fighter <em>plane shifted</em> to the Negative Energy Plane), then magic items are again the answer (e.g. a <em>cubic gate</em>).</p><p></p><p>If that seems like a cop-out, it isn't meant to be. Any of these scenarios could be equally deadly for a spellcaster with the wrong spells known or prepared, or is unable to cast them for some reason. Appropriate gear value is a part of character design, but the assumption of appropriate gear is like the assumption of appropriate spells...just an assumption.</p><p> </p><p></p><p></p><p>There are a few different answers here, but one of the best ones is that this isn't any different than a fighter or rogue with a good UMD score and a set of scrolls.</p><p></p><p>Simply put, it's not really that hard for any class to step into another's role, and they can even be good at it for a little bit of time, but it's going to cost them resources that the intended class usually won't have to expend (or at least not as much) and can do longer.</p><p> </p><p></p><p></p><p>The thing here is that it's not that these are "ignored" so much as they are "focused on too much." See below for more on why.</p><p> </p><p></p><p></p><p>The conclusion doesn't stand for reasons previously listed, but the larger point here is that a particular build doesn't really matter that much. Simply put, in a game where you can (attempt to) do anything, and virtually anything can happen, there's no build that's going to be universally - or even usually - "better" than another. Character build is only one part of the equation.</p><p></p><p>Now, if you have what is essentially the same type of encounter occurring in what is essentially the same pattern, then yes, certain responses will be better than others, but that's not the fault of the game. That's because you're doing the same thing over and over.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 5967734, member: 8461"] kitcik, I wanted to weigh in with my thoughts here, I hope you don't mind. I linked to a blog article on a previous page talking about how the first point ("CR-appropriate challenges") is much more flexible than the oft-cited "four encounters of CR equal to the party's level" paradigm. Hence, that particular point is something of a loose guideline, at best. I don't believe this to be the case. Presuming that you limit "CR-appropriate encounters" to monsters, then there's no particular monster that a fighter is "incapable" of overcoming. (e.g. the Tarrasque requires a [i]wish[/i] to stay dead, but a [i]ring of three wishes[/i] can step in there, as all characters have a certain amount of assumed gear values). If you presume that such challenges include environmental ones (e.g. a fighter [i]plane shifted[/i] to the Negative Energy Plane), then magic items are again the answer (e.g. a [I]cubic gate[/I]). If that seems like a cop-out, it isn't meant to be. Any of these scenarios could be equally deadly for a spellcaster with the wrong spells known or prepared, or is unable to cast them for some reason. Appropriate gear value is a part of character design, but the assumption of appropriate gear is like the assumption of appropriate spells...just an assumption. There are a few different answers here, but one of the best ones is that this isn't any different than a fighter or rogue with a good UMD score and a set of scrolls. Simply put, it's not really that hard for any class to step into another's role, and they can even be good at it for a little bit of time, but it's going to cost them resources that the intended class usually won't have to expend (or at least not as much) and can do longer. The thing here is that it's not that these are "ignored" so much as they are "focused on too much." See below for more on why. The conclusion doesn't stand for reasons previously listed, but the larger point here is that a particular build doesn't really matter that much. Simply put, in a game where you can (attempt to) do anything, and virtually anything can happen, there's no build that's going to be universally - or even usually - "better" than another. Character build is only one part of the equation. Now, if you have what is essentially the same type of encounter occurring in what is essentially the same pattern, then yes, certain responses will be better than others, but that's not the fault of the game. That's because you're doing the same thing over and over. [/QUOTE]
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