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General Tabletop Discussion
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What spells should be dropped?
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<blockquote data-quote="Scott Christian" data-source="post: 9015388" data-attributes="member: 6901101"><p>That is what I am trying to tell you - it literally only punishes a player that feels the need to keep up with the Jonse's and wants their character to <em>always produce optimized damage at all times</em>. Forget flair. Forget lore. Forget theme. Forget table styles. Forget player styles. Nope: "This doesn't do as much damage as that other player, therefore, it's broke." </p><p></p><p>There is no balance. You keep trying to pretend that there is - there isn't. There is a balance at the tables, and that must be the mean at which you try to write a rulebook. I mean, why would anyone choose a light hammer (range, light, d4 damage) over a handaxe (range, light, d6 damage), especially when both are simple melee weapons? I will tell you why. Because they have a dwarf that is a smithy who likes to show off he is a smithy. Then, when the fact that the guard realizes he is a smithy and invites him into the guard tower because the hammers started the initial conversation - well, all I can say is quantify that. Put it into your equation along with range, components, casting time, duration, and number of affected opponents and area, and then quantify it. You can't.</p><p></p><p>It is myopic to think that damage is the be-all & end-all of a spell (or weapon or armor or species ability or feat).</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9015388, member: 6901101"] That is what I am trying to tell you - it literally only punishes a player that feels the need to keep up with the Jonse's and wants their character to [I]always produce optimized damage at all times[/I]. Forget flair. Forget lore. Forget theme. Forget table styles. Forget player styles. Nope: "This doesn't do as much damage as that other player, therefore, it's broke." There is no balance. You keep trying to pretend that there is - there isn't. There is a balance at the tables, and that must be the mean at which you try to write a rulebook. I mean, why would anyone choose a light hammer (range, light, d4 damage) over a handaxe (range, light, d6 damage), especially when both are simple melee weapons? I will tell you why. Because they have a dwarf that is a smithy who likes to show off he is a smithy. Then, when the fact that the guard realizes he is a smithy and invites him into the guard tower because the hammers started the initial conversation - well, all I can say is quantify that. Put it into your equation along with range, components, casting time, duration, and number of affected opponents and area, and then quantify it. You can't. It is myopic to think that damage is the be-all & end-all of a spell (or weapon or armor or species ability or feat). [/QUOTE]
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What spells should be dropped?
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