D&D 5E WHAT IF... Spells didn't do damage?

Yes, but you'd have to convince the players of that fact. Maybe I'm the outlier, but I see a lot of casters run towards damage options over control spells.
Control spells tend to be situational - even something like hypnotic pattern is only useful if the enemies are grouped a certain way, don't have good wisdom saves, you catch enough that the unaffected ones don't just lose a turn waking the rest up, and the rest of the party has ways of picking them off one at a time. Fireball just works if the grouping is correct, and disintegrate is only limited by the fact that you never get a lot of castings.

Some people don't want to think hard about what to do on their turn, and these people don't always want to play fighters.
 

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