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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: 6462018" data-attributes="member: 2067"><p>What does using that magic look like? Because to me, it looks like casting particular spells, since that's what "having magic" basically means in D&D. And if particular spells are required to earn victory in an adventure (because otherwise, maybe the party doesn't have enough time to do X, Y, and Z), you've got an adventure that's much to much of a straw house, easily blown down by any party that huffs and puffs at it wrong. More broadly, if spellcasting in general is required to earn victory in an adventure, you've also got a fragile little princess of an adventure. Those are adventures with serious design flaws. </p><p></p><p></p><p></p><p>They don't need to take that many hits. Monsters only last long enough to get in 2 or 3 hits anyway. A bunch of wizards has more than enough ability to tear through those hp's if need be, or to avoid the encounter entirely otherwise. </p><p></p><p></p><p></p><p>AC doesn't need to be great. Mage Armor gets the job more than done. </p><p></p><p></p><p></p><p>Ain't much in this game that's gonna survive four <em>sleep</em> spells in a row.</p><p></p><p> </p><p></p><p>That's why Uncle Mordy gave us <em>Expeditious Retreat</em>. </p><p></p><p>You also assume that these encounters are inevitable and inevitably combat-oriented. A four-man-band of wizards has enough charm and illusion at their disposal to keep most monsters chasing their tails for days. "I don't need to be stronger than you, I just need advantage on Charisma checks against that ogre, because he's already stronger than you, and now he's my new best friend."</p><p></p><p></p><p></p><p>Yeah, they're archetypal for good reason. But that reason, in 5e, isn't because they're <em>necessary</em>. They were in 1e, arguably. They aren't in 5e. </p><p></p><p>The Real World comparison doesn't hold up very well. Reality has actual human limitations and expertise to take into account. D&D has no such requirements. Adventures are <em>designed</em> to be winnable, for starters, because it's a fun play experience. Four rogues can raid a goblin cave just fine together. They won't be "missing" anything. Part of the reason they won't be missing anything is because a smart designer isn't going to force them through bottlenecks like "you must cast magic or you will fail," because that's limiting the adventure's playability.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6462018, member: 2067"] What does using that magic look like? Because to me, it looks like casting particular spells, since that's what "having magic" basically means in D&D. And if particular spells are required to earn victory in an adventure (because otherwise, maybe the party doesn't have enough time to do X, Y, and Z), you've got an adventure that's much to much of a straw house, easily blown down by any party that huffs and puffs at it wrong. More broadly, if spellcasting in general is required to earn victory in an adventure, you've also got a fragile little princess of an adventure. Those are adventures with serious design flaws. They don't need to take that many hits. Monsters only last long enough to get in 2 or 3 hits anyway. A bunch of wizards has more than enough ability to tear through those hp's if need be, or to avoid the encounter entirely otherwise. AC doesn't need to be great. Mage Armor gets the job more than done. Ain't much in this game that's gonna survive four [I]sleep[/I] spells in a row. That's why Uncle Mordy gave us [I]Expeditious Retreat[/I]. You also assume that these encounters are inevitable and inevitably combat-oriented. A four-man-band of wizards has enough charm and illusion at their disposal to keep most monsters chasing their tails for days. "I don't need to be stronger than you, I just need advantage on Charisma checks against that ogre, because he's already stronger than you, and now he's my new best friend." Yeah, they're archetypal for good reason. But that reason, in 5e, isn't because they're [I]necessary[/I]. They were in 1e, arguably. They aren't in 5e. The Real World comparison doesn't hold up very well. Reality has actual human limitations and expertise to take into account. D&D has no such requirements. Adventures are [I]designed[/I] to be winnable, for starters, because it's a fun play experience. Four rogues can raid a goblin cave just fine together. They won't be "missing" anything. Part of the reason they won't be missing anything is because a smart designer isn't going to force them through bottlenecks like "you must cast magic or you will fail," because that's limiting the adventure's playability. [/QUOTE]
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