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Larian was one of the first and few creators that worked hard to tackle environments interacting player's abilities and actions. Some players like "No explosive barrels Pan Darius" think that it's a gimmick. But the environment reacting to the player and vice versa goes beyond just "fire burn too much grass", it goes into being able to destroy every object in the game, push/throw most objects and enemies. You can use these interactions to create puzzles that are naturally occurring without cheesing it with a one time script.
Why wouldn't a DM allow it though? Water conducts electricity and players can ask the DM if the combination would work.
D&D is imagination governed by a few rules to keep everyone on the same page, and quite often the rule of cool is chosen over the rules as written.
Letting players use this combo in dnd is just fine. The amount of situations that this combo can be used to full effect, will be a lot less than you think. Plenty of enemies have immunities to water/cold/electricity/fire. Not to mention, you have to worry about your team mates walking around in said water. Also the combo needs to be set up, the player casting the water, needs to be alive, or 1st in the turn order to make it work effectively. Otherwise you would be way better to choose a different strategy entirely.
But you have yet to explain why it would upset said balance.
And players consistently throw balance in the chamberpot, no matter what the DM tries to do. Encounters that should be easy somehow become deadly and encounters that are designed to be deadly somehow are taken care of so quickly and easily that the DM can just star dumbfounded and wonder how that happened.
All D&D is is a group of friends coming together to have fun and so long as everyone had a good time then that is all that matters.
By that logic, you can say that a player says he farts loudly on the bbeg's face and that's a valid kill move.
Well technically water is excellent insulator so it depends on what kind of water you made with water spell... if it's distilled water you are out of luck and the spell should do bupkis. So it all comes down to of your interpretation of clean water. I guess could be distilled water to balance the system. :)
If players want to use a setup turn doing zero damage to make lightning damage maybe possibly on par with fire damage, why not?
If players want to hamper their action economy by using a turn to cast 'create water' or something similar, I am going to let them. A reasonable exchange, I feel , for potentially getting to use shocking grasp (or the like) on whomever is standing in the resulting water, friend or foe.
The moment that water hits the ground, it doesn't matter if its distilled or not. Its going to conduct electricity.
Like i said in the other thread the problem is not the debuff in itself problem is other damage types are left out and get worse debuffs..