So, which of your cant see in dark characters shoulda gone around without a light answer in the world egere at night modt nightdms you are blind?At-will cantrips in 5e are a continuation of a popular aspect of 4e: everyone that has magic can always use magic, without having to rely on a crossbow when they're all "used up." I played my entire 3.5e career finding ways to have magic all day long, whether it was metamagic cheese (persistent spell, ftw), finding ways to wildshape into non-animal forms and get their abilities (aberration wildshape + Assume Supernatural Ability + Enhance Wildshape), or simply finding all-day spell effects. Having the system just let me make a magic-user at level 1 that gets magic all day without a bunch of books and esoteric optimizing tricks is a huge boon in 5e, IMO.
I remember sitting down at a Pathfinder game sometime after 4e was out. One of the complaints at the table about 4e was that different classes got spells that were too similar to each other. The wizard might get "Fireball," which was a AOE at a distance, while the sorcerer would get something like "Fireblast," which would be a fire AOE with a different rider effects. With this in mind, we started the PF campaign with a bunch of level 6 characters and, when the first fight broke out, 3 different characters, representing 3 different classes, were all casting the exact same buff spells and using the exact same tactics. So, in our 4e game, different classes had different powers that were similar and, in PF, different classes had powers that were literally identical. My problem with magic not feeling special in 5e relates directly to this.
You show up with a 5 man group at a fresh 5e game: Elven bow fighter, tielfing warlock, human wizard, dragonborn sorcerer, halfling cleric. The first time you enter a cave, you realize that most of your party can't see in the dark so ... all 5 characters cast the "light" cantrip. THAT is what stops magic from feeling "magical" in 5e, to me. My problem is that every character gets so, so, so much overlap in what they have access to off of the same list of options. I wish the sorcerer and wizard had different spell lists. I wish the wizard was broken up into around 3 or 4 unique classes with very little spell overlap. I'm tired of seeing parties where the wizard, sorcerer, specialty cleric, eldritch knight, and warlock all cast "fireball" in fights because everyone has casual access to the same stuff. The issue for me isn't how often you can cast a cantrip, its that literally everyone at the table can do the exact same stuff (likely, with the same DC!).
Part of the reason for shared soell lists is pragmatic - which rules in the PHB do we take out to make up for four different fireballs that do mostly the same thing - solve the ssme problem - but with flavor diff twixt sorc and warlock?
I think if we cut out Shove that gets us one or two. Grapple might get us another two.
Now lets talk how many varieties of Fly we need and how important those backgrounds really are.
More seriously, another reason for overlap is in-game pragmatism. Its not good to have say bard, wizard and sorc not all able to be the teans primary caster cuz some basic effects that are reasonably needs are divided between them instead of shared.
To me, the key to diffetentiating the classes and giving them their own unique flavor is in the other class abilities and how they impact the casting and results. Metamagic vs prepared/school-focus vs spell-singing/inspiration to me dies this **but** it doesnt have to stop there.
The GM can, and IMO, should narratively add bits and flourishes that show "wondrous" differences.
Fir me, part of that is sensual.
Bards get a lot of their descriptives keyed around the sound of their spells - their Hold Person is more like a description of a Harpy Song or a fascination effect, the sorcerer more like mental domination and the wizards more like an arcane mind trap or binding. Detect magic and identify - very different narrative - sounds and whispers/tones vs precise analysis of magic patterns vs instinctive almost reflexive responses.
Bards - focus is music item vs the others.
I guess for me i want the core rules to provide a useful, manageable framework and leave the flavor, sense of wonder and wow to me.
Let the sorc fireball be described as an unearthly blue flame not the wizards more normal. Let the trickster clerics creste water flow up into containers at time of conjury. Let the conjurer fireball be more opening a portal to the realm of fkame vs transmuter igniting rocket pellet vs illusionist crafting/painting the flames.
Alarm cast by wizard (magical lazer grid lines) but by ranger (woodland spirits watching over you) necromancer (darker spirits watching) and let each show different flavors of alarm - not all identical ringing.
I mean, i want **less** hard-coded flavor for the basic how-to-get-stuff-done bits.
I have tossed all their silly childish material components for 2019 and beyond - letting each caster define their own thematic components and focuses - all things grave (bones, grave dirt, headstone pieces, etc), coins, herbs, liquids-blood-inks, inks-paints, fragrant-things, slips of holy writs - whatever. To deal with costly spells, introducing to the setting a harvestable, refinable, craftable and sellable resource for that "fuel."
My players and I, my setting and their play - thats where the magic, flavor and wow needs to come from - not from greater complexity hard-coded into the basics and fundamentals.
If your game and your players *choose** to use, treat, describe and *imagine* the warlock and the archer as the same - while they certainly may bring similar tools to the table - thats not the book doing that.
Happy New Year!!!
Last edited: