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General Tabletop Discussion
*Dungeons & Dragons
What's the DC for a fighter to heal their ally with a prayer?
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<blockquote data-quote="Staffan" data-source="post: 8765447" data-attributes="member: 907"><p>It is often useful for a warrior to know tactics and the history of war. But the latter does not lead to the former.</p><p></p><p>Chemistry is different, because chemistry is essentially nothing <strong>but</strong> knowledge, and applying it is mostly a matter of resources. But that's not how spellcasting works in 5e. Magic, even wizard magic, <strong>isn't</strong> just book training. It includes mental exercises in preparing spells, and for holding the energy needed to power those spells, and how to project that energy properly. Spellcasting requires some form of specific training or innate ability – not necessarily as holistic as class levels, as you have more limited options available (e.g. various racial abilities, feats like Magic Initiate or Spell Sniper, or Ritual Caster). But still something more than a skill proficiency.</p><p></p><p>Also, skill proficiencies in 5e by themselves only act as modifiers to ability checks. There's nothing you can do with an Arcana check that you couldn't do with an Intelligence check (unless you count weird edge cases like Charisma (Arcana) to impress someone with your magical nerdery). Letting skill proficiencies provide other benefits is usually also the domain of feats.</p><p></p><p>A better example than chemistry would be cars. The history/theory of cars is distinct both from the ability to build/repair cars, and from the ability to drive them. Knowing the first Ferrari-badged car was built in 1947 isn't going to help me win a Formula 1 race, either as a pit crew member or as a driver.</p><p></p><p>You generally need special locations and/or ingredients to summon things without spells. That's basically a magic item.</p><p></p><p>But I don't think we're getting anywhere by throwing examples at one another anymore.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8765447, member: 907"] It is often useful for a warrior to know tactics and the history of war. But the latter does not lead to the former. Chemistry is different, because chemistry is essentially nothing [B]but[/B] knowledge, and applying it is mostly a matter of resources. But that's not how spellcasting works in 5e. Magic, even wizard magic, [B]isn't[/B] just book training. It includes mental exercises in preparing spells, and for holding the energy needed to power those spells, and how to project that energy properly. Spellcasting requires some form of specific training or innate ability – not necessarily as holistic as class levels, as you have more limited options available (e.g. various racial abilities, feats like Magic Initiate or Spell Sniper, or Ritual Caster). But still something more than a skill proficiency. Also, skill proficiencies in 5e by themselves only act as modifiers to ability checks. There's nothing you can do with an Arcana check that you couldn't do with an Intelligence check (unless you count weird edge cases like Charisma (Arcana) to impress someone with your magical nerdery). Letting skill proficiencies provide other benefits is usually also the domain of feats. A better example than chemistry would be cars. The history/theory of cars is distinct both from the ability to build/repair cars, and from the ability to drive them. Knowing the first Ferrari-badged car was built in 1947 isn't going to help me win a Formula 1 race, either as a pit crew member or as a driver. You generally need special locations and/or ingredients to summon things without spells. That's basically a magic item. But I don't think we're getting anywhere by throwing examples at one another anymore. [/QUOTE]
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What's the DC for a fighter to heal their ally with a prayer?
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