GMMichael
Guide of Modos
I think @Benjamin Olson was going for the former. I'm going with the latter, when "most of the mental load of planning or running a game relates to having balanced combats and combat stats familiar and at the ready, and then the actual combats are often on the sloggy side." When I'm writing up a game session, I don't want to be wasting time trying to figure out, for example, if the save DC on a monster's ability is too high for the PC party, depending on whether the bard or cleric are fully stocked on buff spells, what's included in the new set of powers in the ranger's recent level-up, and if the fighter . . . oh, who cares? The fighter is just a meat-shield.But does that mean that more rules need to be devoted to the non-combat stuff, or just that combat needs less rules and everything else is fine at the level it is?
Useful is one thing. Comparable in hit points and/or damage output is another.Well the decision that everyone should be useful in a fight was a good decision. Just that they forgot to also make everyone useful outside of combat.
But, are you saying this move isn't useful outside of combat?
Don't expect that to stop anyone.How does all these 'historical' examples and movie examples change when magic is added to the world? . . . Hard to argue these kinds of things.

