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General Tabletop Discussion
*Dungeons & Dragons
What spells should be dropped?
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<blockquote data-quote="Scott Christian" data-source="post: 9015474" data-attributes="member: 6901101"><p>All of this should say I, meaning you as a player. I find it interesting when players/DMs tell others how to play. Let's go through some examples:</p><p></p><p>You are a DM. You have a new player who has been having a great time. They love their character and your setting and your adventures. The player's character can now finally take a 4th level spell. They want to take Hallucinatory Terrain. They didn't ask you. Theat is the spell they are interested in, because in their mind, it will be cool. </p><p></p><p>Now, are you as a DM going to tell them, no? Are you going to tell them what spells to take? Are you going to coerce them or steer them to take Greater Invisibility or Phantasmal Killer? Or are you going to make sure they may have a time to shine using the spell <em>they chose</em>?</p><p></p><p>You see, when it comes to spells, you are only partially right. Yes, those other spells might be a bit better. But they are better for your table and your players. They may not be better for this player's character or their DM. </p><p></p><p>You are right about this. These things do have to come together. It is the same as with any other spell. What about the wizard that takes a bunch of damage spells, and then, the entire session is RP? How about the one that takes a bunch of exploration style spells, and then the whole session is combat? It is a gamble. It's one of the reasons why having more spells is such a powerful dynamic to a class's build. It allows diversification, which, in my mind at least, is much greater than an extra d6 damage per round. But for many, it is the opposite. That is because we play at different tables.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9015474, member: 6901101"] All of this should say I, meaning you as a player. I find it interesting when players/DMs tell others how to play. Let's go through some examples: You are a DM. You have a new player who has been having a great time. They love their character and your setting and your adventures. The player's character can now finally take a 4th level spell. They want to take Hallucinatory Terrain. They didn't ask you. Theat is the spell they are interested in, because in their mind, it will be cool. Now, are you as a DM going to tell them, no? Are you going to tell them what spells to take? Are you going to coerce them or steer them to take Greater Invisibility or Phantasmal Killer? Or are you going to make sure they may have a time to shine using the spell [I]they chose[/I]? You see, when it comes to spells, you are only partially right. Yes, those other spells might be a bit better. But they are better for your table and your players. They may not be better for this player's character or their DM. You are right about this. These things do have to come together. It is the same as with any other spell. What about the wizard that takes a bunch of damage spells, and then, the entire session is RP? How about the one that takes a bunch of exploration style spells, and then the whole session is combat? It is a gamble. It's one of the reasons why having more spells is such a powerful dynamic to a class's build. It allows diversification, which, in my mind at least, is much greater than an extra d6 damage per round. But for many, it is the opposite. That is because we play at different tables. [/QUOTE]
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What spells should be dropped?
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