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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3794244" data-attributes="member: 710"><p>Just as in previous D&D, you will have more than a single fireball during an encounter.</p><p>Assume you also have a Dispel Magic spell, and also a powerful magic missile spell (deals more damage than a fireball, but only to a single target). </p><p>So, now you have a tactical challenging decision:</p><p>Do I throw the fireball, and damage most enemies in the area? Or do I concentrate on the big brute monster over there and hope I can get to killit with my magic missile spell?</p><p>Or do I use my dispel magic spell to dispel the Spellcasting Monster's defensive aura so the groups fighter can take him out quicker? Or should I better use the Dispel Magic to counterspell the enemies spell? </p><p>Basically, the flaw in your argument (to me) is this: You assume there is no meaningful choice during the encounter which resources to deploy. That would indeed lead to a "novaing"-like approach with little meaning. But I guess the designers noticed that, too (in fact, I think one of the blogs notes that they had a game situation where this was the case, and they found a way to fix it. I think the post was made with a title like "button pressing")</p><p></p><p>Now, imagine even further: Imagine in any given encounter, you could only use one or two of these abilities, not all? Which one is the better choice? Basically, it's the same question spellcasters face today each day: Which spells do I ready? I am theoretically capable of 4 fireballs per day, but then I won't be able to cast Fly or Dispel Magic. But if I prepare one of those, I don't have much fireballs left.. </p><p>But instead of deciding only once per day, you decide for each encounter which ability is important. Over the course of an adventure, you are more flexible, but during each encounter, the decision is meaningful.</p><p></p><p>(Note: Siloing might change the examples a bit, because you might not need to decide between Dispel Magic and Fireball. But it's possible siloing works only on the "per day"-level - to ensure that you have Phantom Speed, Dispel Magic and Fireball ready, but during an individual encounter, you might only get to use one of these spells)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3794244, member: 710"] Just as in previous D&D, you will have more than a single fireball during an encounter. Assume you also have a Dispel Magic spell, and also a powerful magic missile spell (deals more damage than a fireball, but only to a single target). So, now you have a tactical challenging decision: Do I throw the fireball, and damage most enemies in the area? Or do I concentrate on the big brute monster over there and hope I can get to killit with my magic missile spell? Or do I use my dispel magic spell to dispel the Spellcasting Monster's defensive aura so the groups fighter can take him out quicker? Or should I better use the Dispel Magic to counterspell the enemies spell? Basically, the flaw in your argument (to me) is this: You assume there is no meaningful choice during the encounter which resources to deploy. That would indeed lead to a "novaing"-like approach with little meaning. But I guess the designers noticed that, too (in fact, I think one of the blogs notes that they had a game situation where this was the case, and they found a way to fix it. I think the post was made with a title like "button pressing") Now, imagine even further: Imagine in any given encounter, you could only use one or two of these abilities, not all? Which one is the better choice? Basically, it's the same question spellcasters face today each day: Which spells do I ready? I am theoretically capable of 4 fireballs per day, but then I won't be able to cast Fly or Dispel Magic. But if I prepare one of those, I don't have much fireballs left.. But instead of deciding only once per day, you decide for each encounter which ability is important. Over the course of an adventure, you are more flexible, but during each encounter, the decision is meaningful. (Note: Siloing might change the examples a bit, because you might not need to decide between Dispel Magic and Fireball. But it's possible siloing works only on the "per day"-level - to ensure that you have Phantom Speed, Dispel Magic and Fireball ready, but during an individual encounter, you might only get to use one of these spells) [/QUOTE]
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