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<blockquote data-quote="Tovec" data-source="post: 6318890" data-attributes="member: 95493"><p>There is a lot to this two simple paragraphs. I'll try and keep stuff organized as best I can.</p><p></p><p></p><p></p><p>There are many ways to negate spells. The ones that allow "save for half" are usually (a) reflex saves, (b) easily defeated by things like evasion, or walls/cover, (c) limited use. So, for (a) the fighter's DoaM doesn't allow a save. Of any kind, ever. The fighter declares he is attacking, the DM might as well just say the creature is dead. It doesn't matter if he is doing total defensive, hiding behind cover, no matter his equipment, nothing will save him. For (b) the spell isn't automatic. I'm assuming you are coming from a 3e base. There is a seldom remembered rule in 3e that says the wizard has to roll to hit a square for a fireball. Even ignoring this rule, those with evasion get out of being damaged more often than not. And getting evasion (or improved) isn't that hard. You can get the effect of it from hiding out of sight - unlike a defense against fighter's DoaM which doesn't exist. As long as you are within melee range of the fighter you die/take damage. Fighter rolls a 1. You take damage. For (c) the wizard can throw a fireball infrequently. It makes sense in that case that they get more bang for their buck, a <em>CHANCE</em> to kill multiple targets and get save for half in the case they don't. A fighter on the other hand can do this against every target they see. Not the same thing and not fair on either end.</p><p></p><p>I can't remember anymore about DR. We were talking about this pretty heavily back in the day and I brought up a number of things that DoaM bypasses, and I believe one of those is DR. Given the description it is damaging targets through their armor, and thus through most DR as well. But I can't recall at the moment about other forms of DR.</p><p></p><p></p><p>"With all the complaints..." I've been saying for years that the solution when attempting to fix LFQW isn't to simply increase the fighters to match. If something is stupid and broken why would you want MORE things stupid and broken? I would think fixing the stupid and broken thing is preferable.</p><p></p><p>5 points of damage doesn't just kill the weak things. I mean it does, it kills them on the first round, but it also kills the big things in many rounds earlier than they would die normally. This mechanic changes how the game operates. It is giving the wizard teleport a level earlier. It isn't a concern by itself that they can ignore certain obstacles, true, the traveling from point A to point B <em>may not</em> be important but on the other hand it is super important that now it is NEVER important. A kobold group is unlikely to take down a party. But now, the fighter can defeat them each in 1 turn per, without needing to know the result of the dice. On a natural 1 (a normal failure) and minimum damage the kobold dies. That fundamentally changes how the game works. I don't know why I should be okay with that being at my game as a default, ESPECIALLY when it wasn't there before and isn't congruent with what others (including most other two handed fighters) can do. It doesn't make sense and is a rather bitter pill to try and swallow.</p></blockquote><p></p>
[QUOTE="Tovec, post: 6318890, member: 95493"] There is a lot to this two simple paragraphs. I'll try and keep stuff organized as best I can. There are many ways to negate spells. The ones that allow "save for half" are usually (a) reflex saves, (b) easily defeated by things like evasion, or walls/cover, (c) limited use. So, for (a) the fighter's DoaM doesn't allow a save. Of any kind, ever. The fighter declares he is attacking, the DM might as well just say the creature is dead. It doesn't matter if he is doing total defensive, hiding behind cover, no matter his equipment, nothing will save him. For (b) the spell isn't automatic. I'm assuming you are coming from a 3e base. There is a seldom remembered rule in 3e that says the wizard has to roll to hit a square for a fireball. Even ignoring this rule, those with evasion get out of being damaged more often than not. And getting evasion (or improved) isn't that hard. You can get the effect of it from hiding out of sight - unlike a defense against fighter's DoaM which doesn't exist. As long as you are within melee range of the fighter you die/take damage. Fighter rolls a 1. You take damage. For (c) the wizard can throw a fireball infrequently. It makes sense in that case that they get more bang for their buck, a [i]CHANCE[/i] to kill multiple targets and get save for half in the case they don't. A fighter on the other hand can do this against every target they see. Not the same thing and not fair on either end. I can't remember anymore about DR. We were talking about this pretty heavily back in the day and I brought up a number of things that DoaM bypasses, and I believe one of those is DR. Given the description it is damaging targets through their armor, and thus through most DR as well. But I can't recall at the moment about other forms of DR. "With all the complaints..." I've been saying for years that the solution when attempting to fix LFQW isn't to simply increase the fighters to match. If something is stupid and broken why would you want MORE things stupid and broken? I would think fixing the stupid and broken thing is preferable. 5 points of damage doesn't just kill the weak things. I mean it does, it kills them on the first round, but it also kills the big things in many rounds earlier than they would die normally. This mechanic changes how the game operates. It is giving the wizard teleport a level earlier. It isn't a concern by itself that they can ignore certain obstacles, true, the traveling from point A to point B [i]may not[/i] be important but on the other hand it is super important that now it is NEVER important. A kobold group is unlikely to take down a party. But now, the fighter can defeat them each in 1 turn per, without needing to know the result of the dice. On a natural 1 (a normal failure) and minimum damage the kobold dies. That fundamentally changes how the game works. I don't know why I should be okay with that being at my game as a default, ESPECIALLY when it wasn't there before and isn't congruent with what others (including most other two handed fighters) can do. It doesn't make sense and is a rather bitter pill to try and swallow. [/QUOTE]
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