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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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<blockquote data-quote="I'm A Banana" data-source="post: 6461961" data-attributes="member: 2067"><p>There's no real need to treat this with any more caution than four characters of different classes. It'll be fine. </p><p></p><p></p><p></p><p>I don't really see <em>how</em>. </p><p></p><p></p><p></p><p>No spell is made to be indispensable to any party. A Medusa might be able turn someone to stone, sure, but the rogue's solution to mostly avoid being turned to stone in the first place, thanks to bypassing the medusa entirely, or waiting until she falls asleep, ambushing her with a bag over her head, and then chiving her until she stops moving. Which rogues are very skilled at. </p><p></p><p>An adventure designed for a variety of character types with a narrow "you must know this spell to succeed" solution is a poorly designed adventure by any measure of quality. If your adventure relies on the players being able to cast, I dunno, <em>mage armor</em> to actually succeed, you probably want to design your adventure without such a narrow bottleneck. </p><p></p><p></p><p></p><p>Again, it won't actually be much of a problem in a well-designed adventure. Wizards have plenty of ways to disable or get around enemies. They are not so fragile that they cannot take a hit, and a short rest will heal them just as it will anyone else. They may need to alter their strategy from "kill everything that moves," but 5e is comfortable with a lot of different approaches to adventure resolution without changing the adventure content. </p><p></p><p>5e doesn't assume much. It doesn't really assume specific spells or abilities. The things it does assume are independent of class. The four rogue or four wizard or four fighter party is hugely viable in 5e -- perhaps more so than any edition before.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6461961, member: 2067"] There's no real need to treat this with any more caution than four characters of different classes. It'll be fine. I don't really see [I]how[/I]. No spell is made to be indispensable to any party. A Medusa might be able turn someone to stone, sure, but the rogue's solution to mostly avoid being turned to stone in the first place, thanks to bypassing the medusa entirely, or waiting until she falls asleep, ambushing her with a bag over her head, and then chiving her until she stops moving. Which rogues are very skilled at. An adventure designed for a variety of character types with a narrow "you must know this spell to succeed" solution is a poorly designed adventure by any measure of quality. If your adventure relies on the players being able to cast, I dunno, [I]mage armor[/I] to actually succeed, you probably want to design your adventure without such a narrow bottleneck. Again, it won't actually be much of a problem in a well-designed adventure. Wizards have plenty of ways to disable or get around enemies. They are not so fragile that they cannot take a hit, and a short rest will heal them just as it will anyone else. They may need to alter their strategy from "kill everything that moves," but 5e is comfortable with a lot of different approaches to adventure resolution without changing the adventure content. 5e doesn't assume much. It doesn't really assume specific spells or abilities. The things it does assume are independent of class. The four rogue or four wizard or four fighter party is hugely viable in 5e -- perhaps more so than any edition before. [/QUOTE]
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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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