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General Tabletop Discussion
*Dungeons & Dragons
The core issue of the martial/caster gap is just the fundamental design of d20 fantasy casters.
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<blockquote data-quote="Pedantic" data-source="post: 9165455" data-attributes="member: 6690965"><p>I get quite heated about this topic, because I think it's a complete misunderstanding of what a "challenge" is in the first place. The PCs goals should not align with specific obstacles that require specific solutions. Getting a thing out of a dungeon is a challenge, a locked door or a wall or a monster is not. PCs should be leveraging abilities (in the form of skill check results, spells, items, intrinsic properties of having a high strength score, etc.) against the world at large. Any obstacle that's resolved by the application of one ability isn't, and cannot be a challenge.</p><p></p><p>There is a horrible tendency to equate "chance to roll well" with "challenge." There is no gameplay, nor skill tied to rolling a 17 or better on a die. The interesting bit is choosing to take a risk that requires you to do that (or noting that there is no risk and doing it until you succeed). The idea of <em>knock </em>removing/undermining a challenge, requires that the intended "challenge" be "roll good," and that's not engaging or interesting gameplay. I would rather play the game where the only way to open unlocked doors is the <em>knock</em> spell, and figuring out which two doors you really want open today, or in a 5e spell paradigm, if you can afford to open them all them but do all your fighting with cantrips, is the gameplay loop.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9165455, member: 6690965"] I get quite heated about this topic, because I think it's a complete misunderstanding of what a "challenge" is in the first place. The PCs goals should not align with specific obstacles that require specific solutions. Getting a thing out of a dungeon is a challenge, a locked door or a wall or a monster is not. PCs should be leveraging abilities (in the form of skill check results, spells, items, intrinsic properties of having a high strength score, etc.) against the world at large. Any obstacle that's resolved by the application of one ability isn't, and cannot be a challenge. There is a horrible tendency to equate "chance to roll well" with "challenge." There is no gameplay, nor skill tied to rolling a 17 or better on a die. The interesting bit is choosing to take a risk that requires you to do that (or noting that there is no risk and doing it until you succeed). The idea of [I]knock [/I]removing/undermining a challenge, requires that the intended "challenge" be "roll good," and that's not engaging or interesting gameplay. I would rather play the game where the only way to open unlocked doors is the [I]knock[/I] spell, and figuring out which two doors you really want open today, or in a 5e spell paradigm, if you can afford to open them all them but do all your fighting with cantrips, is the gameplay loop. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
The core issue of the martial/caster gap is just the fundamental design of d20 fantasy casters.
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