Undrave
Legend
The Wizard is problematicDelete the wizard.
The Wizard is problematicDelete the wizard.
How about a system where you can choose between "safe and reliable" moderately powered magic, and "dangerous and risky" powerful magic?
I actually like frontloading class abilities, and the lack of frontloading is, in a way, my main gripe with modern iterations of D&D.
The downside of course, is that your local Fighter doesn't get that many buffs, because most of them aren't worth the concentration to cast as opposed to other spells...In 5e if you have one concentration spell going you can cast other spells, just not other concentration spells without dropping concentration on the first one.
It is a pretty elegant solution for those who consider the multiple ongoing buffs of 3e/Pathfinder to be a problem. It also limits a bunch of big save or suck spells such as hold person or dominate person.
That's a straw man argument. You can represent having varied abilities in ways other than 3e-style multiclassing.That's true insofar as it goes. But by the same reasoning if we simply get rid of casters all the issues with spellcasting go away...
You'd have to define what level of spells you consider to not be problematic- for example, say you're fine with 3rd level spells. So any caster can use up to level 3 spells without issue (including upcasted versions). But using a level 4 or higher spell has an increased chance (say, I don't know, 5% for 4th, 10% for 5th, 15% for 5th, 20% for 6th, 25% for 7th, 30% for 8th, and 35% for 9th) of spell failure or mishap, depending on circumstance.Wouldn’t that just be spell level?
I think that's simply reflective of how the spells are balanced. If (for example) Haste was so powerful that it averaged a similar impact on encounters as Hypnotic Pattern, then I think it would see far more regular use. Haste doesn't allow a save, so it would actually be the better option in many cases.The downside of course, is that your local Fighter doesn't get that many buffs, because most of them aren't worth the concentration to cast as opposed to other spells...
I think that's a individual player issue. If you can't handle your amazing magic on relatively rare occasions not working properly, that seems to me something that person should work out.You'd have to define what level of spells you consider to not be problematic- for example, say you're fine with 3rd level spells. So any caster can use up to level 3 spells without issue (including upcasted versions). But using a level 4 or higher spell has an increased chance (say, I don't know, 5% for 4th, 10% for 5th, 15% for 5th, 20% for 6th, 25% for 7th, 30% for 8th, and 35% for 9th) of spell failure or mishap, depending on circumstance.
Going back to my memories of 2e, though, I'm pretty sure the result would be very few high level spells would be cast, if ever, based on how often I saw people willing to risk even a 5% loss of a spell due to magic resistance.
It's as much a strawman argument as yours was, which was kinda the point...That's a straw man argument. You can represent having varied abilities in ways other than 3e-style multiclassing.