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When do you overrule RAW?
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<blockquote data-quote="Tony Vargas" data-source="post: 9187544" data-attributes="member: 996"><p>Definitely /and/, you'd also need leveled, 'limited'-use maneuvers.</p><p>The old, if failed, calculus of D&D caster/martial balance figured that since all spells were each useable only 1/day, they could be overwhelmingly powerful compared to at-will abilities. It doesn't work out that way for a lot of reasons, but, in 5e, there's the additional reason that casters have scaling at-will cantrips. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p></p><p>"Verismillitude" (and "simulation" and "dissociated mechanics") ain't nuthin' but "Realism" misspelled.</p><p></p><p>(with apologies to Harlan Ellison)</p><p></p><p></p><p>Typed damage could go a fair way with that sort of thing. MM does 'force' damage, now, and back in the day, it wasn't specified.</p><p>It's one of the perks of a clearer ruleset that things like damage type get spelled out, so if there's some detail in the adventure where it matters, it can be given a concise, mechanical definition, that doesn't discriminate based on the concept of the character inflicting that type of damage.</p><p></p><p>I applaud your honesty in that.</p><p>It's not a preference I share, because genre tends to depict heroes without overtly supernatural power carrying the day, and, casters, if they are even supporting cast rather than villains, not entirely overshadowing them. </p><p>But, y'know, D&D has established it's own genre where casters are strictly more powerful, and it would be nice if the game were just up-front about that Say, by weighting class choices differently in some way. Max level, especially given 3e/5e style MCing, would be a convenient way of doing that. At some level - 11th, maybe, at the latest - the superntural equivalent of 6th-level spells kicks in for everyone, one way or another. You either take the 11th and later levels of your full-caster class, or the first level of some prestige class that starts with such powers. Simply relegating the few non-caster sub-classes that remain in 5e to 3e-style "NPC Class" choices would also work. They're there, mechanically for the DM's NPCs or even for someone who willfully wants to play an inferior character, but they're not 'traps,' anymore.</p><p></p><p></p><p>Cool. That makes me wonder what the magical spear that inflicts +1 damage when piercing a living person's lung does to the skeleton when rattling around in its empty rib cage that does full damage to it? I mean, you could, <em>because magic</em>, visualize anything. Like, the skeleton's lung comes back and it dies choking on it's own blood, as if it were still alive.</p><p>But, what's a 'plausible' or 'verisimilitudinous' visualization of the spear's +1 damage to the living, that also explains it's full damage to the skeleton?</p><p></p><p>Old-school skeletons took half from "sharp" weapons, and feel like there was a point when they took 1 from piercing, 1/2 f/slashing, and full f/bludgeoning - all regardless of whether the weapon was magical - and, skeletons are perhaps a good example, because they were also immune to poison and some of the better low-level spells in the old game, like <em>Sleep</em>.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 9187544, member: 996"] Definitely /and/, you'd also need leveled, 'limited'-use maneuvers. The old, if failed, calculus of D&D caster/martial balance figured that since all spells were each useable only 1/day, they could be overwhelmingly powerful compared to at-will abilities. It doesn't work out that way for a lot of reasons, but, in 5e, there's the additional reason that casters have scaling at-will cantrips. 🤷♂️ "Verismillitude" (and "simulation" and "dissociated mechanics") ain't nuthin' but "Realism" misspelled. (with apologies to Harlan Ellison) Typed damage could go a fair way with that sort of thing. MM does 'force' damage, now, and back in the day, it wasn't specified. It's one of the perks of a clearer ruleset that things like damage type get spelled out, so if there's some detail in the adventure where it matters, it can be given a concise, mechanical definition, that doesn't discriminate based on the concept of the character inflicting that type of damage. I applaud your honesty in that. It's not a preference I share, because genre tends to depict heroes without overtly supernatural power carrying the day, and, casters, if they are even supporting cast rather than villains, not entirely overshadowing them. But, y'know, D&D has established it's own genre where casters are strictly more powerful, and it would be nice if the game were just up-front about that Say, by weighting class choices differently in some way. Max level, especially given 3e/5e style MCing, would be a convenient way of doing that. At some level - 11th, maybe, at the latest - the superntural equivalent of 6th-level spells kicks in for everyone, one way or another. You either take the 11th and later levels of your full-caster class, or the first level of some prestige class that starts with such powers. Simply relegating the few non-caster sub-classes that remain in 5e to 3e-style "NPC Class" choices would also work. They're there, mechanically for the DM's NPCs or even for someone who willfully wants to play an inferior character, but they're not 'traps,' anymore. Cool. That makes me wonder what the magical spear that inflicts +1 damage when piercing a living person's lung does to the skeleton when rattling around in its empty rib cage that does full damage to it? I mean, you could, [I]because magic[/I], visualize anything. Like, the skeleton's lung comes back and it dies choking on it's own blood, as if it were still alive. But, what's a 'plausible' or 'verisimilitudinous' visualization of the spear's +1 damage to the living, that also explains it's full damage to the skeleton? Old-school skeletons took half from "sharp" weapons, and feel like there was a point when they took 1 from piercing, 1/2 f/slashing, and full f/bludgeoning - all regardless of whether the weapon was magical - and, skeletons are perhaps a good example, because they were also immune to poison and some of the better low-level spells in the old game, like [I]Sleep[/I]. [/QUOTE]
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