Or warlock. Both I think more balanced then wizard (still would need to increase non casters)Hm, only being able to know a limited number of spells...oh like a Sorcerer?
Or warlock. Both I think more balanced then wizard (still would need to increase non casters)Hm, only being able to know a limited number of spells...oh like a Sorcerer?
It should have been that specializes only got spells in the their specialty or school on level. And up to a certain spell level.So what, the game is balanced if casters only get the blandest spells? What are the rest of the spells doing in the PHB then? Taunting you like you're a dog and the DM is holding a treat just out of reach, lol?
I think it's funny that the same game that used to have a slot machine that could dispense everything from potions of delusion to artifacts is somehow balanced by just not letting people have certain spells.
What you need to do is remove the reason for Clerics and Wizards to have all the spells that they do. When I play a Cleric or Wizard, I know my party is relying on me to have the right spell for the problem at all times. So I struggle to fill my spell list and keep as many of these on tap as possible. D&D is designed in a way that, by default, many things only have magical solutions.Or warlock. Both I think more balanced then wizard (still would need to increase non casters)
Neither of those things are going to happen though without moving to 6e either.Which is a solvable problem.
If Skyrim can get away with lootable spells then so can DND.
That doesn't not make them bad game design. Spells like those two not only have detrimental effects mechanically but also induce a lot of undue influence on how the game is perceived; ie, that same framing problem I mentioned earlier. Its these spells that keep pushing casters into the erroneous "demigod" status they don't actually occupy, and this complicates the question of what people are going to be okay with by a lot.
A game like DCC only gets away with spells that consequential because 1, every spell is like that, and 2, every spell is as liable to backfire on the caster as it is to go better than intended, even with Spellburn.
5e doesn't have any such drawbacks nor the fundamental design philosophy, and isn't going to get it without moving to 6e.
Either the spells themselves need to be nerfed dramatically or they need to be explicated to DM only content period.
I wouldn't mind that, but as my previous post points out, there's a lot of spells that the developers kind of assume that a party has access to, in order to deal with certain challenges the game presents. So if you're going to limit spellcasters, you need to take that into account.It should have been that specializes only got spells in the their specialty or school on level. And up to a certain spell level.
the OP state a Wall of force protecting a sacred key.Wait. So the magical dependency is when a DM has created a magical dependency - entirely arbitrarily?
By linking victory conditions expressly to possessing a single spell, that’s not a magic dependency that’s a disintegration dependency. What if the caster wizard didn’t happen to have disintegrate?
There wasn’t a single way to stop the ritual without bringing down the wall of force? That seems like a serious problem with the DM not a problem with the system. Or am I seeing this wrong?
and i suppose they'd get all offended if you said 'well if you want me to learn fireball for you then you're going to need to cough up the gold i need to scribe it into my spellbook'Even in my current game, I struggle with my Wizard to keep magic on tap for the party's needs, and I often have to make concessions to them. I didn't want to learn Fireball, preferring to use different spells, but after we got beat up by Trolls, they insist I keep a Fireball on tap, lol. And I'm often jealous of the Cleric, who can just pray for entirely different spell lists every day, using any splat book allowed, where outside of my crummy 2 free spells per level, I'm reliant on captured spellbooks, downtime, and a good chunk of my free gold, lol.
Neither of those things are going to happen though without moving to 6e either.
Disease and curse, I would say « At last! ». Two years ago I play a character under a curse for a some sessions, it was cool, he didn’t die of that.Got diseased, cursed, turned to stone, polymorphed? Need a caster to fix it.
Have to travel 1000 miles in a day? Caster.
Can't find a way into the Fortress of the Warlock King? Caster.