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There needs to be a 4th spell list.
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<blockquote data-quote="Ruin Explorer" data-source="post: 8796924" data-attributes="member: 18"><p>I generally agree but I think in the real-world of role-playing that isn't always as smooth or simple as you're apparently suggesting.</p><p></p><p>It absolutely <em>can be</em> if you push it hard enough. Being a jerk or not is about how you approach things. If you just won't shut up about something, even if it is the smart thing in your view, you are being a jerk. There is a limit, even when you're "right".</p><p></p><p>That's just hyperbole that adds nothing to this discussion imho esp. the stuff about "suicidal tendencies". You're seemingly setting a false dichotomy where you're either 100% a team player who always memorizes what the team needs and casts what the team needs, or you're a nihilistic loser who doesn't care if anyone lives or dies. Come on.</p><p></p><p>I'd also make a distinction between PCs at the start of a campaign and during a campaign. Obviously, if there's a PC who actually is a nihilistic loser and it isn't that sort of game (i.e. it's not a game about team-play, and D&D is a game about team-play to some extent, though less than you seem to be suggesting imho), the DM should probably be saying "Yo that character concept doesn't work". Like, get rid of angry loners and the like at the session 0 phase.</p><p></p><p>If you're like, ten sessions in and there's a dude who just doesn't like to memorize utility spells, and that's been well-established (including in-character), he's not a "jerk" for continuing with that thread. There are at least two legitimate ways to RP that with the slightly far-fetched water-walking situation (sounds like a lot of good info and time to rest for a "time pressure" situation lol but not impossible), one being that he grows as a person and memorizes this spell even though it annoys the PC in character, the other being that he just won't do it, and so you have to work out a different way to deal with the challenge, like getting some pontoon boats or something.</p><p></p><p>My view is that if you <em>really</em> need to be in charge of whether X thing happens, pick a PC who can do X thing (I live my truth here to be clear, that's why I end up playing Bards and Druids mostly lol). Don't pick a bloody Fighter and start trying to arrange the spells of the casters for them lol. In most ways casters, especially full-casters are advantaged over other PCs, but not this. By all means discuss it, but if you don't get your way, they aren't a jerk just for not agreeing, and you shouldn't become a jerk by continuing to push the issue.</p><p></p><p>And let's be real - <em>most of the time</em> in D&D, if a caster can memorize a spell to totally "own" a situation, they will LEAP at the chance, and shove other PCs out of the way to do it! To the point where casters often just invalidate skill-users. I mean, you could well have a PC who has appropriate skills/tools to move a boat/raft faster over that water, but yeah, Water Walk just means that stuff he has is pointless, because Water Walk is really simple and works 100% of the time with zero effort beyond the spell slot.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8796924, member: 18"] I generally agree but I think in the real-world of role-playing that isn't always as smooth or simple as you're apparently suggesting. It absolutely [I]can be[/I] if you push it hard enough. Being a jerk or not is about how you approach things. If you just won't shut up about something, even if it is the smart thing in your view, you are being a jerk. There is a limit, even when you're "right". That's just hyperbole that adds nothing to this discussion imho esp. the stuff about "suicidal tendencies". You're seemingly setting a false dichotomy where you're either 100% a team player who always memorizes what the team needs and casts what the team needs, or you're a nihilistic loser who doesn't care if anyone lives or dies. Come on. I'd also make a distinction between PCs at the start of a campaign and during a campaign. Obviously, if there's a PC who actually is a nihilistic loser and it isn't that sort of game (i.e. it's not a game about team-play, and D&D is a game about team-play to some extent, though less than you seem to be suggesting imho), the DM should probably be saying "Yo that character concept doesn't work". Like, get rid of angry loners and the like at the session 0 phase. If you're like, ten sessions in and there's a dude who just doesn't like to memorize utility spells, and that's been well-established (including in-character), he's not a "jerk" for continuing with that thread. There are at least two legitimate ways to RP that with the slightly far-fetched water-walking situation (sounds like a lot of good info and time to rest for a "time pressure" situation lol but not impossible), one being that he grows as a person and memorizes this spell even though it annoys the PC in character, the other being that he just won't do it, and so you have to work out a different way to deal with the challenge, like getting some pontoon boats or something. My view is that if you [I]really[/I] need to be in charge of whether X thing happens, pick a PC who can do X thing (I live my truth here to be clear, that's why I end up playing Bards and Druids mostly lol). Don't pick a bloody Fighter and start trying to arrange the spells of the casters for them lol. In most ways casters, especially full-casters are advantaged over other PCs, but not this. By all means discuss it, but if you don't get your way, they aren't a jerk just for not agreeing, and you shouldn't become a jerk by continuing to push the issue. And let's be real - [I]most of the time[/I] in D&D, if a caster can memorize a spell to totally "own" a situation, they will LEAP at the chance, and shove other PCs out of the way to do it! To the point where casters often just invalidate skill-users. I mean, you could well have a PC who has appropriate skills/tools to move a boat/raft faster over that water, but yeah, Water Walk just means that stuff he has is pointless, because Water Walk is really simple and works 100% of the time with zero effort beyond the spell slot. [/QUOTE]
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