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General Tabletop Discussion
*Dungeons & Dragons
[+] Ways to fix the caster / non-caster gap
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<blockquote data-quote="James Gasik" data-source="post: 9143738" data-attributes="member: 6877472"><p>Well yeah, any sort of "this should kill you instantly" that bypasses hit points does. I don't even like save or die spells doing end runs around hit points; I feel that you should be brought down to a certain percentage of your hit point total before you can be disintegrated/turned to stone/what have you.</p><p></p><p>But D&D has always had two devils driving design- the one that wants to make it a game about heroic adventures in a fantastic world doing fantastic things, and the one that wants to maintain at least the air of believability to the proceedings. </p><p></p><p>As a result, no matter where your preferences fall on the "super hero action" vs. "gritty low fantasy" scale, there's always going to be some weirdness in the rules because the game is trying to serve two masters at once.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9143738, member: 6877472"] Well yeah, any sort of "this should kill you instantly" that bypasses hit points does. I don't even like save or die spells doing end runs around hit points; I feel that you should be brought down to a certain percentage of your hit point total before you can be disintegrated/turned to stone/what have you. But D&D has always had two devils driving design- the one that wants to make it a game about heroic adventures in a fantastic world doing fantastic things, and the one that wants to maintain at least the air of believability to the proceedings. As a result, no matter where your preferences fall on the "super hero action" vs. "gritty low fantasy" scale, there's always going to be some weirdness in the rules because the game is trying to serve two masters at once. [/QUOTE]
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[+] Ways to fix the caster / non-caster gap
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