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General Tabletop Discussion
*Dungeons & Dragons
What spells should be dropped?
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<blockquote data-quote="tetrasodium" data-source="post: 9015558" data-attributes="member: 93670"><p>Not getting the answer that you wanted doesn't make the question unanswered. You will find the answer to that question in the section of the quoted post that you chose to omit when you quoted me in order to claim it went unanswered... "<em>It's obvious when the GM is providing life support to a concept that fails too hard by itself. <strong>The player will chafe if the support given isn't exactly as desired & other players will start to notice the favoritism that goes with that support.</strong></em>" Overlooking & omitting that answer while calling for an answer leads into a deeper exploration of the answer too.</p><p></p><p><strong>Everyone else</strong> at the table has a character (or world to run) too, it's not fair for them to be expected to set that aside to create jobs for aquaman just so they can sit back with their own character or world in the hopes that aquaman steps up to the hook or is prepared for the specific job at the time it comes up. Spells & character abilities should not depend on everyone else doing that to make them useful. Teamwork & reciprocity are important elements of TTRPGs but it's not either if one side of that team is being carried aquaman style</p><p></p><p>I've truly grown weary of trying to work with 5e players who think of themselves as the author of a story and will call for but only bite the hook they asked for if the entire adventure revolves around "<em>MY</em> character['s story <em><span style="font-size: 10px">exactly as imagined</span></em>]." Far too often it's just an ever growing trail of dead plot threads I'm forced to deal with & work around.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9015558, member: 93670"] Not getting the answer that you wanted doesn't make the question unanswered. You will find the answer to that question in the section of the quoted post that you chose to omit when you quoted me in order to claim it went unanswered... "[I]It's obvious when the GM is providing life support to a concept that fails too hard by itself. [B]The player will chafe if the support given isn't exactly as desired & other players will start to notice the favoritism that goes with that support.[/B][/I]" Overlooking & omitting that answer while calling for an answer leads into a deeper exploration of the answer too. [B]Everyone else[/B] at the table has a character (or world to run) too, it's not fair for them to be expected to set that aside to create jobs for aquaman just so they can sit back with their own character or world in the hopes that aquaman steps up to the hook or is prepared for the specific job at the time it comes up. Spells & character abilities should not depend on everyone else doing that to make them useful. Teamwork & reciprocity are important elements of TTRPGs but it's not either if one side of that team is being carried aquaman style I've truly grown weary of trying to work with 5e players who think of themselves as the author of a story and will call for but only bite the hook they asked for if the entire adventure revolves around "[I]MY[/I] character['s story [I][SIZE=2]exactly as imagined[/SIZE][/I]]." Far too often it's just an ever growing trail of dead plot threads I'm forced to deal with & work around. [/QUOTE]
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What spells should be dropped?
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