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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: 9015517" data-attributes="member: 6901101"><p>Now, this might be a <em>me</em> thing, but I don't really consider a choice between combat, exploration, and RP spells to be "harshly limited." The average wizard has a boat load of spells. They are much more versatile (in mechanical context) than say, any martial class out there. So having them choose between those spells is kind of the point. If they diversify, they can still cast the same number of spells, they might just not have the specific <em>maximum damage</em> spell they want. Oh well, they can still lightning bolt the heck out of some creature. Are they the shining hero of the fight? Maybe not if they didn't take the exact right spells. Are they worthless? Absolutely not. And if they feel worthless, that sounds like a table problem. </p><p></p><p>And for the record, one always chooses Rope Trick - always. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I agree, decision paralysis is a thing. A big thing. And DM control of spells is a thing too. Although, I've never met one that wouldn't let a player choose some or change if they really wanted. </p><p></p><p>I agree it will not happen every adventure. But a story arc has probably 10-20 fights, 10-? opportunities for exploration where skill challenges or checks are needed, and just as many RP possibilities. If the DM set up a useful circumstance once every five sessions, and the player will probably come up with one on their own (which may or may not work), then it seems like more than enough to justify the spell. I mean, how often do player's have to jump long distances? Yet, there are rules and spells and class feats directly associated with jumping. </p><p></p><p>I like choices in games. Choices can build tension.) I also like PCs to feel useful. It's definitely a balancing act that DMs need to push for.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9015517, member: 6901101"] Now, this might be a [I]me[/I] thing, but I don't really consider a choice between combat, exploration, and RP spells to be "harshly limited." The average wizard has a boat load of spells. They are much more versatile (in mechanical context) than say, any martial class out there. So having them choose between those spells is kind of the point. If they diversify, they can still cast the same number of spells, they might just not have the specific [I]maximum damage[/I] spell they want. Oh well, they can still lightning bolt the heck out of some creature. Are they the shining hero of the fight? Maybe not if they didn't take the exact right spells. Are they worthless? Absolutely not. And if they feel worthless, that sounds like a table problem. And for the record, one always chooses Rope Trick - always. ;) I agree, decision paralysis is a thing. A big thing. And DM control of spells is a thing too. Although, I've never met one that wouldn't let a player choose some or change if they really wanted. I agree it will not happen every adventure. But a story arc has probably 10-20 fights, 10-? opportunities for exploration where skill challenges or checks are needed, and just as many RP possibilities. If the DM set up a useful circumstance once every five sessions, and the player will probably come up with one on their own (which may or may not work), then it seems like more than enough to justify the spell. I mean, how often do player's have to jump long distances? Yet, there are rules and spells and class feats directly associated with jumping. I like choices in games. Choices can build tension.) I also like PCs to feel useful. It's definitely a balancing act that DMs need to push for. [/QUOTE]
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