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Survivor Worst Spells: FIND TRAPS IS THE WORST!
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7175096" data-attributes="member: 6787650"><p>By the logic you seem to be using, no spells can be good or bad because there could always be an arbitrary DM somewhere who might make your choice ineffective. Fireball and Witch Bolt are equivalently good because one DM arbitrarily decides to make everything immune to fire while another makes everything vulnerable to electricity.</p><p></p><p>Wouldn't it make more sense to analyze the probability distributions? Perhaps 50% of DMs create traps arbitrarily as you suggest, but if another 50% create them based on what actually makes sense in the game world, and if 20% of that 50% are willing to actually let the party TPK on traps, then you have a solid 10% niche for Find Traps. The fact that there are other DMs out there who just create traps arbitrarily based on their whims seems beside the point.</p><p></p><p>After all, there are also plenty of DMs who won't let you get away with casting spells without repercussion during conversation with potentially-hostile creatures, either. If it turns out you've wasted your first round casting True Strike and then the flind spends *its* first round beating you with its flindbars, you're going to regret not doing something better with your window of opportunity. And there isn't much that *isn't* better than True Strike. Mending, maybe.</p><p></p><p>Sent from my Moto G (4) using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7175096, member: 6787650"] By the logic you seem to be using, no spells can be good or bad because there could always be an arbitrary DM somewhere who might make your choice ineffective. Fireball and Witch Bolt are equivalently good because one DM arbitrarily decides to make everything immune to fire while another makes everything vulnerable to electricity. Wouldn't it make more sense to analyze the probability distributions? Perhaps 50% of DMs create traps arbitrarily as you suggest, but if another 50% create them based on what actually makes sense in the game world, and if 20% of that 50% are willing to actually let the party TPK on traps, then you have a solid 10% niche for Find Traps. The fact that there are other DMs out there who just create traps arbitrarily based on their whims seems beside the point. After all, there are also plenty of DMs who won't let you get away with casting spells without repercussion during conversation with potentially-hostile creatures, either. If it turns out you've wasted your first round casting True Strike and then the flind spends *its* first round beating you with its flindbars, you're going to regret not doing something better with your window of opportunity. And there isn't much that *isn't* better than True Strike. Mending, maybe. Sent from my Moto G (4) using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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Survivor Worst Spells: FIND TRAPS IS THE WORST!
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