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Swordsage: The Complex Fighter
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<blockquote data-quote="Sacrosanct" data-source="post: 6364605" data-attributes="member: 15700"><p>Oh, I don't know. How about all the things I keep mentioning. Like available spells slots. Or available prep slots.</p><p></p><p>Tell you what Jack. Show me the 10th level caster that has all of those spells prepped. Again, it doesn't matter if they have that spell in a spellbook. They have to be able to cast the spell in order for your argument to work. So show me how a 10th (average level ) caster has prepped that list of spells you have above.</p><p></p><p>The same thing can be said of a caster. Heck, the caster probably has less HP. Apples and oranges. A fighter won't run out of attacks. A caster will run out of spells. If you're going to assume the fighter will lose HP each round, you have to apply the same standards to a caster as well or your entire argument is disingenuous. </p><p></p><p>And there are 30 first level spells alone. There is no way a caster will have access to every spell unless you give them every spell as a DM. And even then, as you keep ignoring, having a spell in your spellbook is completely different than having it prepped, let alone having the slot to cast it. This is not nonsense. This is "in game" rules that very much matter.</p><p></p><p></p><p></p><p>Yep, and as was shown in that other thread, hardly anyone plays at that tier. And more importantly, just one of three reasons I gave (probably the least impactful as well)</p><p></p><p></p><p></p><p>overall? Every level. Cherry picking one particular round where the caster has access to any spell he wants without the context of an entire adventuring day? The wizard of course. But since that doesn't happen in most people's games (white room), I find it entirely irrelevant theorycrafting.</p><p></p><p></p><p>Holy....once again you're missing the entire point. The numbers I used is not relevant to the overall point, but were just an example to illustrate the point. If you can end a combat encounter, even if it takes longer, with less resources spent (like HP), then it is better than just going "more damage is always better", unless you allow a complete recovery of all resources after every encounter. And who plays like that? Certainly not most players.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6364605, member: 15700"] Oh, I don't know. How about all the things I keep mentioning. Like available spells slots. Or available prep slots. Tell you what Jack. Show me the 10th level caster that has all of those spells prepped. Again, it doesn't matter if they have that spell in a spellbook. They have to be able to cast the spell in order for your argument to work. So show me how a 10th (average level ) caster has prepped that list of spells you have above. The same thing can be said of a caster. Heck, the caster probably has less HP. Apples and oranges. A fighter won't run out of attacks. A caster will run out of spells. If you're going to assume the fighter will lose HP each round, you have to apply the same standards to a caster as well or your entire argument is disingenuous. And there are 30 first level spells alone. There is no way a caster will have access to every spell unless you give them every spell as a DM. And even then, as you keep ignoring, having a spell in your spellbook is completely different than having it prepped, let alone having the slot to cast it. This is not nonsense. This is "in game" rules that very much matter. Yep, and as was shown in that other thread, hardly anyone plays at that tier. And more importantly, just one of three reasons I gave (probably the least impactful as well) overall? Every level. Cherry picking one particular round where the caster has access to any spell he wants without the context of an entire adventuring day? The wizard of course. But since that doesn't happen in most people's games (white room), I find it entirely irrelevant theorycrafting. Holy....once again you're missing the entire point. The numbers I used is not relevant to the overall point, but were just an example to illustrate the point. If you can end a combat encounter, even if it takes longer, with less resources spent (like HP), then it is better than just going "more damage is always better", unless you allow a complete recovery of all resources after every encounter. And who plays like that? Certainly not most players. [/QUOTE]
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