Well, that is a weird thing to say. Why then you think some classes have access to far wider selection of the spells than others? You don't think this is part of balancing considerations or that doesn't not affect balance at all? I really don't see how this could be the case.
Thematics is 95% of that, not balance.
And, it has nothing to do with my point. Let us take a Bard. The Bard has a spell list. Is that Bard a balanced class if they are going into the Caves of Mourning with Hypnotic Pattern, Speak with Plants, See Invisibility, Hold Person, Heat Metal, Faerie Fire, Tasha's Hideous Laughter, and Healing Word?
What if I told you there are no invisible creatures in the Caves?
What if I told you that there is a Boss that wears Full Plate?
What if I told you that the main enemies were Drow and they have resistance to charm effects?
What if I told you that there is an ancient tree in the center of the cave that can tell the players about a secret back way into the boss's chamber?
Has the balance of the Bard shifted back and forth?
What if I had a bard who instead of Hypnotic Pattern, See Invisibility, and Tasha's the bard had Thunderwave, Invisibility, and Stinking Cloud? Has the Bard become unbalanced because it now lacks dead weight spells for the Caves?
The game is balanced on the assumption that the Bard's spell list is the best spell list it can possibly be. Because players could pick any spells they might want, and they might, by pure chance, have the perfect spell list for the adventure they are on, and that can't be overpowered beyond what the game can handle. To balance it any other way would be to assume that a percentage of your spells are useless, and that in any given adventure you are not operating at 100%. Which is not an assumption that makes sense to make.
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Since 3e, when the class came into the game. Having just a very few spells that they can cast both spontaneously and often is what made Socrerers different from Wizards and other caster types.
All attempts since to increase their spell versatility without reducing the other benefits come across to me as just trying to get around the penalty that balances those benefits; and that dog don't hunt.
But the dog that does hunt is allowing wizards, clerics, druids, and all the others to cast spontaneously and just as often as Sorcerers? Because that is what 5e did.
So everyone else got the benefits of sorcerers, but sorcerers are required to keep the penalties for the benefit they sued to have?
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Its the fact that you can do these multiple things from the instance the fight starts. Invisibility is a great defensive buff and having it stay as long as possible while getting good actions out of it is another example of pushing your spells further.
If you are doing it at the start... why not just have the wizard cast it as an action before they open the door, and do the exact same thing. Or the sorcerer does that without using any metamagic.
I mean, if a DM does determine that the investigation check is necessary, they still need to succeed on it. If they don't, they're still convinced it was real.
A minute of illusion is enough for a brief interaction, usually.
Sure, a brief one, not enough to really make a case for changing anything. And I was refering to my earlier statement. You want to alter how the King is treating you by subtle casting a spell to make him think he is having a divine revelation? You need a charisma check (likely at advantage, but depends on a lot of factors) because you don't get to change someone's actions that dramatically without a check.
I'm sorry, but you can't even force someone to do something with Geas, which is far higher level. I'm not letting Phantasmal force be more powerful than a spell three levels higher than it.
Arcane Trickster Mage Hand wasn't anything meant to be the star 3rd-level feature. The spellcasting is the important subclass feature. Invisible Hand is just a nice bonus, so its not always useful all the time, but its useful at least sometimes, and its a nice bonus.
So, now your defense is that one of their most iconic tricks was just a ribbon feature and not important. I mean.. they literally are forced to take mage hand, and two of their four features other than spellcasting utilize it. But, most not be important.
Oh, also, they have an ability that specifically only works if they cast a spell while hidden from a creature, meaning that that is something they are expected to do as well.
If you houserule a spell such that you need to make an ability check even though they already failed the initial save, you're being unjustly unfair to the spellcaster that expended a spell slot, sorcery points, and still had a percent chance to have the spell do nothing.
But if it does fail, you can always just go "huh, weird. Maybe it was something you ate," when they question things. They don't have any proof anyone casted a spell so the target going crazy is just as likely. And not all sorcerers are wearing their cosplay robe and wizard's hat in-character so they could easily just look as mundane as anyone else. In fact, having Disguise Self to look like an appropriate nonmagical character and cast the spell could be perfect forms of manipulation or sabotage.
You want to have an illusion of a hawk come in and attack them? Fine. You want to have a shadowy figure lurking in the corner so they send guards on a goose chase or move the meeting somewhere more private? Fine.
You want to make them think they recieved a divine message to manipulate them into doing something or giving you something that you want? That is going to require a check. Phantasmal Force allows you to place the illusion in their head, you want to persuade or decieve them with that illusion, that requires more than just casting the spell.
I did say it was foolish if you did this. But I also want to say that 2-4th level spell slots are pretty plentiful at a combined 12 of them just sitting in your spell slot table. Even if you spare one of each just in case, you've made an additional 18 sorcery points, which should be more than enough with quite alot of spell slots left over.
Of course, this isn't something you must do at the start of the day. It could just be at the middle of the adventure, filling up your points as you need.
Sure, but you are basically saying that those slots aren't worth having. You just essentially cast 6 spells (two second, two third and two fourth) and you are treating it like you are being frugal.
I don't get it. I legitimately don't. I have never looked at my 3rd and 4th level spell slots and gone, "Man, these are just cluttering up space on my character sheet"
And, just to point out, if you want to get those spell slots back? You need to spend 28 sorcery points. So, hope you were really confident in needing those points more than those slots, because it is literally impossible to get them back, since it costs ten more points than you gained.
Its the same question, just worded differently. I use need in an almost literal sense. Is the game going to be seriously negatively impacted if another fireball isn't thrown? Could a TPK be on your hands if more fireballs need to happen? If yes, you should use it because you'll never get to use those reserved spell slots if you die before that time. If no, you should wait and see more.
Of course, "fireball" can be replaced with any spell of your highest restricted level from levels 3-9. It isn't about fireball in particular, its about the spell slot and whether you have it and need it or not.
I've rarely been in a scenario where "I need this spell right now, or we all die" is a thing. And the few times I did (when playing a sorcerer in fact) I had those spells.... because I still had my spell slots. If I've cast two fireballs and we are still in a situation where I need yet another fireball or we are all dead, then I did something horribly wrong with my first two castings, because we shouldn't still be in that dire of straits after I've unleashed my biggest guns at the problem. And if we are? Maybe someone else has a plan will cover it, because obviously Fireball isn't working.
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Calling something a fallacy is not, itself, a good argument. If you can't explain why it leads to a faulty conclusion or is open to critique, then you have failed to prove your point. Lists of fallacies are not meant to be weaponized I win buttons. They lead you to an argument you can make which is more likely to be persuasive under those circumstances, but you need to make the argument and not just claim "Fallacy X".
Because Reducto ab absurdum does lead to faulty conclusions, it is just inflated hyperbole.
"I think maybe we should remove this traffic light, it doesn't seem to be preventing traffic accidents"
"Well, let's just remove all traffic lights and stop signs in the entire country, since none of them prevent accidents"
Obviously the second point does not follow from the first. Just because this one situation exists, does not mean it can be logically taken to apply to every single scenario.
"This rule wasn't bad, you are just saying it is because you don't like it. And not liking a rule doesn't mean it is bad" cannot logically be countered with "Then there is no such thing as a bad rule" The rule of needing to stab yourself with a rusty nail every time you take damage in the game has no bearing on the discussion at all, and is so absurd that it is just a red herring, meant to distract from the point and cause us to waste energy knocking down an absurd claim, rather than addressing the actual meat of the conversation.