Azurewraith
Explorer
. I think spells have become a crutch for filling in class features.
Quoted for truth!
. I think spells have become a crutch for filling in class features.
Ooops. Apologies. I may have skipped a lot of the thread.I think you've zoomed in on the split of opinion in the discussion.
If you have most classes using magic, it makes your world feel highly magical. Games that go for a low magic world have magic using classes or options rare or non-existent. D&D being a generic system should be able to at least handle low magic without too much trouble, and it currently doesn't. It has been able to do it in the past. I think spells have become a crutch for filling in class features.
No, no, it was a compliment. I like when the discussion finally boils down to a single short statement that people either agree or disagree with. It means we've gotten past the point of arguing over semantics and reached a point where people's real differences in preference lie. (After all, most of these arguments can be reduced to differing aesthetic preferences in gameplay.)Ooops. Apologies. I may have skipped a lot of the thread.![]()
First of all, I think you're focusing on the wrong thing. Being able to do magic every 6 seconds is not the threshold that makes magic feel like an everyday thing. It's being able to do magic every day. Slot-based magic still crosses that threshold.I'm not a fan of ubiquitous magic either. For my next campaign, I'd like magic to be scarce without limiting class selection. I especially want to limit attack cantrips because I think a spellcaster doing nothing but "Eldritch Blast" or "Fire Bolt" every round breaks the feeling that magic is rare and wonderful.
How do you think it can be achieved ?
'Feels magical' and is the kind of thing you might see in genre, some of the time.Put yourself in the shoes of the player of a Wizard or Sorceror or similar. What would you want to be doing on your turn when you're not burning spell slots:
Nothing; you have to miss this round because you're "building power" for a later spell?
'Feels magical' and is not too uncommon in genre.Using a low-power spell or 'cantrip' to contribute a little to the party?
Doesn't feel magical, but is actually pretty common in genre (if you accept a wider range of weapons).Getting out a mundane weapon like a crossbow or staff and attacking with it?
Or they're not. It really depends on the outlook of the group. If a group tends to see the rules they're playing by as the 'laws of physics' for the world, they expect and act as if PC classes were all over, whether the setting states they're rare or not, and whether the DM places a lot of 'em or not. In some play situations, like weekly public games, turnover makes it hard to imagine anything but a large number of adventurers out there. It's been that way since the beginning, too. Early D&D's 'goldrush economy' price lists, for instance, assumed lots of adventurers, at least in areas that acted as a draw for them.The makeup of a PC party is not reflective of the makeup of the campaign setting. Adventuring classes, as pointed out earlier, are extremely rare, and magic-using ones even more so.
Because you could do it before. You decide there are no gods, or that arcane magic is forgotten but psionics widely practiced, or choose only martial classes, and you could still have a playble campaign without the things you excluded. In squeezing so many classes into it's PH (more than ever in a PH1 before), 5e dipped into the spellcasting well repeatedly to re-use features - with the result that if you decide to go 'no casters,' you don't have a viable selection left. Which is too bad, because that supports fewer play styles, when the edition was meant to support more.While your point is certainly correct, from a design standpoint it begs the question, if you're having to toss out a zillion things from D&D 5e to get the kind of campaign you want, why are you playing D&D at all?
Is D&D actually a generic fantasy system, though? Leaving aside what it's been in the past, and what the designers may claim it is, can it replicate a wide variety of fantasy settings? Or is it completely inundated with D&D-isms to the point where it only resembles itself and nothing else?If you have most classes using magic, it makes your world feel highly magical. Games that go for a low magic world have magic using classes or options rare or non-existent. D&D being a generic system should be able to at least handle low magic without too much trouble, and it currently doesn't. It has been able to do it in the past.
Is D&D actually a generic fantasy system, though? Leaving aside what it's been in the past, and what the designers may claim it is, can it replicate a wide variety of fantasy settings? Or is it completely inundated with D&D-isms to the point where it only resembles itself and nothing else?
But from the point of view of the player; you're in combat, you've watched everyone else in the group declare actions, roll dice etc. It comes around to your turn in the initiative, and you have to pass, knowing that it'll be another 5-10 minutes before you get to actually do anything.'Feels magical' and is the kind of thing you might see in genre, some of the time.
How would the selection left not be "viable"?Because you could do it before. You decide there are no gods, or that arcane magic is forgotten but psionics widely practiced, or choose only martial classes, and you could still have a playble campaign without the things you excluded. In squeezing so many classes into it's PH (more than ever in a PH1 before), 5e dipped into the spellcasting well repeatedly to re-use features - with the result that if you decide to go 'no casters,' you don't have a viable selection left. Which is too bad, because that supports fewer play styles, when the edition was meant to support more.
Sure. And, mechanically, it's a tricky thing to get right, too, as the final result has to be pretty spectacular, given the action economy sacrifice, and the chance the whole fight will be over or you'll be dropped or disabled before you can actually cast.But from the point of view of the player; you're in combat, you've watched everyone else in the group declare actions, roll dice etc. It comes around to your turn in the initiative, and you have to pass, knowing that it'll be another 5-10 minutes before you get to actually do anything.
Like Concentration in 3e, sure.Even getting to make a skill check in order to successfully build up power would probably be better than completely skipping the round. The only reason I didn't suggest this is that that slikk would basically become mandatory, and the ability tied to it excessively important.
Too small (5 possible sub-classes), and too limited in the range of contributions to the party's success (just DPR, toughness, Expertise, and a few ribbons here or there).How would the selection left not be "viable"?
The makeup of a PC party is not reflective of the makeup of the campaign setting. Adventuring classes, as pointed out earlier, are extremely rare, and magic-using ones even more so.
For most people in most settings, magic is not the equivalent of normal tech. Even in Eberron, which probably has more low-end utilised magic than any other setting, most priests can't cast spells, and there are probably several hundred people with NPC classes for every person with a PC class.
Despite there being more magic-using options than non-magic-using options in the PHB, the majority of NPCs with class levels are probably not magic-users. Non-EK Fighters are likely far more common than Warlocks, Wizards, Sorcerors and EK fighters put together.
Magic is rare and special. So are PCs.
Is D&D actually a generic fantasy system, though? Leaving aside what it's been in the past, and what the designers may claim it is, can it replicate a wide variety of fantasy settings? Or is it completely inundated with D&D-isms to the point where it only resembles itself and nothing else?