W'rkncacnter
Hero
Indominable?
Indominable?
3e is a perfect demonstration of why i'm always so hesitant to get into crpgs - you never know what builds will end up completely sucking halfway through unless you either let the game break your ribs a few times or you delve into a guide made by people who no longer have a ribcage.
Or one 7 year old to do the basic addition.When I hear people say 5e is too complicated, I'm glad for them that they missed 3e. Back in 3e, you had to have a team of accountants just to roll initiative.
if you have 8 encounters per day and follow the daily budget, you do not even need those spells.You literally cannot use them all the time. Your slots do not spontaneously regenerate in-between every one of the 6-8 daily encounters. Sure they can dominate a few fights that way, but at the cost of the rest of the adventuring day. And at the cost of utility spells.
I constantly see those who misperceive casters as having a huge advantage, as incorrectly perceiving those casters being able to dominate every fight for damage, despite martials being very close in damage when the casters do that. Then they simultaneously argue that they have all the same spells that they are using to "dominate" combat to use on utility for every thing the party will possibly encounter. At the same time ignoring that the casters won't 1) have utility spells for every situation, 2) won't have them memorized a lot of the time, 3) refuse to see the limitations of spells like Dinner Bell, I mean Knock, and 4) think that the group will just rest for a day so that the caster can memorize the spell to get through the situation, rather than just having the martials do it far sooner the mundane way.
Casters are good. They are not gods compared to martials. They are a bit better which could be made up for by giving martials a few new social and exploration abilities.
Edit: cleaned up the language a bit.
If you say so. Tactics make a difference, though.if you have 8 encounters per day and follow the daily budget, you do not even need those spells.
Cantrips and some random fireball if the horde is really big is all you need.
who even plays 8 encounters per day?
those are super easy.
most I have had is 3, maybe 4.
most of the time is 2 encounters of Deadly++ difficulty, where you spend your daily XP in 2 fights with short rest in between.
And a spreadsheet to plot your full level advancement beforehand.When I hear people say 5e is too complicated, I'm glad for them that they missed 3e. Back in 3e, you had to have a team of accountants just to roll initiative.
Mod Note:Do you even know what I'm talking about? Do you even know what you're talking about? This post seriously reads like you have no idea what your last post was saying.
Try the other way. You'd be surprised.if you have 8 encounters per day and follow the daily budget, you do not even need those spells.
Cantrips and some random fireball if the horde is really big is all you need.
who even plays 8 encounters per day?
those are super easy.
most I have had is 3, maybe 4.
most of the time is 2 encounters of Deadly++ difficulty, where you spend your daily XP in 2 fights with short rest in between.
We tried. Fights were always easy.Try the other way. You'd be surprised.
I edited my last post. Maybe you want to read that too.We tried. Fights were always easy.
Unless you constantly fall into ambushes.
And when one character gets expertise in Perception that strategy goes to dumpster.
So it came down to, if encounter is not at least Deadly, no point in wasting time planning it.
Might be the case that CRs are all over the place in 5E.