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My Experiment with 5e - No Classes with Cantrips
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<blockquote data-quote="Hussar" data-source="post: 7445665" data-attributes="member: 22779"><p>Sure, but, the time lost as the wizard places that fireball in juuuust the right square and then making sure that the spell template is the right size and orientation eats up so much time. IOW, sure, you might end the combat a round earlier, but, the casters' individual turns are so much longer that it winds up being much longer at the table.</p><p></p><p></p><p></p><p>Again, because the combat is fairly predictable (within a certain level of predictable), I can simply design encounters with an eye towards difficulty by keeping an eye on the HP totals of opponents. Also, even monsters with area of effect effects, you're only talking about a few critters with one or two effect choices, all being run by a single brain - the DM - who is (hopefully) paying attention to the game and not dithering. </p><p></p><p></p><p></p><p>It's not so much about the options than the opportunities. Warlocks cast spells every single round. This isn't what I want in a low magic game. It's too Harry Potter for what I want. </p><p></p><p>[quote</p><p>Can you give some examples where this was better without magic and worse with magic? I'm curious what you're seeing as problems with magical solutions.</p></blockquote><p></p><p>When the characters lack magic, they are forced to rely on skills, proficiencies and actually trying to use the elements in the game in order to overcome obstacles. There's a number of areas. In exploration, it's far easier to just send your bat familiar, or use Arcane Eye, to scout out than to send the rogue in. You can't simply ignore climbing or swimming with a fly spell or whatever. You actually have to use things like Insight when talking to an NPC rather than Zone of Truth or Charm spells. Virtually every single element outside of combat has a spell fix for it. When you don't have any core casters, it forces the players to interact in ways that aren't instant wins and adds a greater level of tension. Additionally, simple challenges like climbing a wall become real challenges when you don't have the cleric spamming Guidance spells.</p><p>[/QUOTE]</p>
[QUOTE="Hussar, post: 7445665, member: 22779"] Sure, but, the time lost as the wizard places that fireball in juuuust the right square and then making sure that the spell template is the right size and orientation eats up so much time. IOW, sure, you might end the combat a round earlier, but, the casters' individual turns are so much longer that it winds up being much longer at the table. Again, because the combat is fairly predictable (within a certain level of predictable), I can simply design encounters with an eye towards difficulty by keeping an eye on the HP totals of opponents. Also, even monsters with area of effect effects, you're only talking about a few critters with one or two effect choices, all being run by a single brain - the DM - who is (hopefully) paying attention to the game and not dithering. It's not so much about the options than the opportunities. Warlocks cast spells every single round. This isn't what I want in a low magic game. It's too Harry Potter for what I want. [quote Can you give some examples where this was better without magic and worse with magic? I'm curious what you're seeing as problems with magical solutions.[/QUOTE] When the characters lack magic, they are forced to rely on skills, proficiencies and actually trying to use the elements in the game in order to overcome obstacles. There's a number of areas. In exploration, it's far easier to just send your bat familiar, or use Arcane Eye, to scout out than to send the rogue in. You can't simply ignore climbing or swimming with a fly spell or whatever. You actually have to use things like Insight when talking to an NPC rather than Zone of Truth or Charm spells. Virtually every single element outside of combat has a spell fix for it. When you don't have any core casters, it forces the players to interact in ways that aren't instant wins and adds a greater level of tension. Additionally, simple challenges like climbing a wall become real challenges when you don't have the cleric spamming Guidance spells. [/QUOTE]
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