Tony Vargas
Legend
Like classic D&D, yes. That's pretty nearly unanimous, I think.It does feel like D&D again.
Nod. It's a very old-school dynamic. At low level, non/demi-humans, with infravision (yeah, I know) and the ability to multi-class were dominant. Once magic leveled the vision playing field and level limits came into play, humans pulled ahead. Not as pronounced in 5e, where it's just the vision, and magic items are optional, but still reminiscent.Darkvision is a lot to give up for a feat. If you play in a game where lighting doesn't matter, darkvision is no big deal. In a game where the DM uses lighting as part of the environment. It leads to getting ambushed a ton.
The optional ones, yes, very much so. Which is nice, because that's when humans stopped sucking at low level...I think humans are like 3E humans.
Agreed.I like the game for the most part. I miss the customization options of 3E. You could do a lot with that system with a character.
Can't agree. It's a weak point, IMHO, very inconsistent results. Better to go by feel, than use the guidelines, I find. YMMV.I like encounter design.
Not as pronounced as in 4e, but nice, yes. And, it's much easier to get that much out of monsters than it was in 3.x, when you were expected to build them in as much detail as PCs if you wanted to make them more interesting.The incorporation of lairs as active entities is very cool. I like legendary actions and the ability to make monster tactics individualized and interesting in ways that surprise players.
I think balance does need to trump genre conventions, if magic is going to be a usable player resource, rather than just a DM-arbitrated McGuffin or setting-establishing color. At bottom, that's really why EGG went with Vancian (and saving throws), because the more typical genre depictions of magic wouldn't have been up to snuff for a functional PC at the skirmish-level scope of D&D combat. Long rituals, stellar alignments, prophecies, automatic folkloric counters, devastating 'prices' and consequences to wielding the dark arts, all the stuff that makes it almost incongruously easy for the barbarian to cut the evil sorcerer in half at the climax of the story, just wouldn't cut it. It would have made a playable mage impossible. It went too far the other way at higher (much over 6th, really) levels, but it was necessary for a playable game. The game's wobbled around since then trying to balance casters and keep them playable. 5e's done better than most, so far (though that's not very far, the slow pace of publication augurs well, the longer the game avoids bloat, the less potential problems). Casters aren't as heavily limited as in classic D&D, nor so wildly overpowered as in 3.x, so seem to be mostly playable. That such a large majority of player options cast is also a little contrary to genre, though I don't see how that ties into playability - maybe it's just that so many caster classes were introduced over the decades?I very much like that magic had some of its power returned. I'm not a fan of balance trumping genre conventions. Magic should be powerful, more powerful than swinging a sword. It should be able to do things that no one can come close to accomplishing with mundane means. It's back in that position.
Advantage has minimal impact when a poor save is targeted, so I can see the need.Legendary Resistance: Seems to go overboard neutering magic. They incorporated the kitchen sink to limit magic. Magic resistance that gives advantage against spell attacks,
Also reminiscent of the classic game. Sometimes you need to pick just the right spell (or other resource/tactic) vs the monster you're facing.immunities to many conditions caused by magic, damage resistance and a save against magical damage that can't be bypassed, immunity to spells,
DCs seem to pull ahead, though. A caster's always going to max his caster stat and have proficiency. The best a target can hope for is to match that. The worst gets really grim. One of the smarter things they did at the last minute was to take the DC down to 8 base, instead of 10. It partially offset that virtually-automatic maximization on the caster side. Basing save DCs on slot level, as in 3.5, might have worked better, though.bounded saving throws
Try playing a non-magic-using archetype (Berserker, Champion, Battlemaster, Theif or Assassin) for 15 levels, see if you have any more fun than you did with your Wizard in ToD.all of it topped off with legendary resistance for the very rare chance that an end game creatures misses a save for a round. It makes affecting a creature in an end game encounter nearly impossible. That isn't very fun as a caster.
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