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General Tabletop Discussion
*Dungeons & Dragons
What, if anything, bothers you about certain casters/spells at your table?
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<blockquote data-quote="DEFCON 1" data-source="post: 9262279" data-attributes="member: 7006"><p>Yes and no. My players know me well enough that I am always willing and able to adjust the mechanics of the various things in the game if we all feel there is something lacking or underpowered or whatnot for whatever theming they want to go with. So having a necromantic spell that is on par power-wise to <em>Fireball</em> does not bother me out of hand-- and if a player was to ask about it, I'd certainly work with them on it.</p><p></p><p>But at the same time, just doing a standard energy swap rather than upping the power of another spell that is actually necromantic is kinda lame in my opinion. If the spell effect and how it works is the same as every other 'ball' spell ever cast in all our previous campaigns (except that this one is 'necrotic' rather than 'fire')... from my narrative-loving perspective it falls flat. It's like that player who seemingly plays a 'rogue' every campaign no matter what class they actually select. It's <em>fine</em> that they do... but it doesn't exactly set my world on fire.</p><p></p><p>I mean to me, all eight wizard schools should feel and play differently at the table, otherwise what's the point? So playing a 'necromancer' that feels no different than an 'evoker' other than every spell effect is "black and purple" rather than "red" or "blue" or "white" is meh to me. But as this is strictly a 'Me' issue and not a 'Player' issue... I don't make a big deal about it. I let them play what they want... but always appreciate it when they try something original or different. And if that means coming up with a whole new advancement system for the animal companion of the player who wishes to play a Beastmaster Ranger? I'm all for it!</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9262279, member: 7006"] Yes and no. My players know me well enough that I am always willing and able to adjust the mechanics of the various things in the game if we all feel there is something lacking or underpowered or whatnot for whatever theming they want to go with. So having a necromantic spell that is on par power-wise to [I]Fireball[/I] does not bother me out of hand-- and if a player was to ask about it, I'd certainly work with them on it. But at the same time, just doing a standard energy swap rather than upping the power of another spell that is actually necromantic is kinda lame in my opinion. If the spell effect and how it works is the same as every other 'ball' spell ever cast in all our previous campaigns (except that this one is 'necrotic' rather than 'fire')... from my narrative-loving perspective it falls flat. It's like that player who seemingly plays a 'rogue' every campaign no matter what class they actually select. It's [I]fine[/I] that they do... but it doesn't exactly set my world on fire. I mean to me, all eight wizard schools should feel and play differently at the table, otherwise what's the point? So playing a 'necromancer' that feels no different than an 'evoker' other than every spell effect is "black and purple" rather than "red" or "blue" or "white" is meh to me. But as this is strictly a 'Me' issue and not a 'Player' issue... I don't make a big deal about it. I let them play what they want... but always appreciate it when they try something original or different. And if that means coming up with a whole new advancement system for the animal companion of the player who wishes to play a Beastmaster Ranger? I'm all for it! [/QUOTE]
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General Tabletop Discussion
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What, if anything, bothers you about certain casters/spells at your table?
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