Quickleaf
Legend
I gotcha. One kludgy workaround that I’ve used a bit in 5e is material component scarcity - for example, I made diamonds (for resurrection) really scarce in Tomb of Annihilation which tied into narrative of Acererak forcing people to mine them for massive rituals he cast on the Tomb.Over last 13 years or so played a variety of D&Ds.
What broke the modern game was 3.0 which stripped out a lot of restrictions and downsides of magic and nuked defenses vs said magic.
3E and 5E spell DCs are out of whack. Hence why they're needing spells like banishment.
4E stretched out level 3-10 over 30 levels and stripped out tge worst offenders.
Rewriting the game itnt much of an option (if it was level 1-10 tweak things).
You can't really balance dailies without massive nerfs vs always on classes. You xan make the always on classes usefully later on in a variety of ways eg having magic fail more (spell resistance/immunity and saves).
Sample.
AD&D T-rex makes its saves vs spell 85% of the tone. 5E it fails around 75% of the time (assuming it's something like hold mobster/banishment).
Once PCs hot level 8 or so they can drop a big spell pretty much every encounter (eg fireball, hypotic patter).
2 spellcasters even of DM does the 6-8 enco7nters its very trivial.
That's assuming no 5MWD.
IIRC banishment requires “an item distasteful to the target” which gives the GM lots of leeway to interpret that & house rule that it’s not covered by mundane stuff in a materials component pouch.
Some 5e players would freak (eh, let them).
Some would play sorcerers with subtle spell and try to argue it.
Some would research and hoard “distasteful items” for final bosses, making this a “problem deferred” thing rather than a “problem solved” thing.
But it’s one way to recognize all those issues you brought up and say, ya know I am not going to try to fix this at the nuts and bolts level, let me do this one thing and make certain spells I judge to be disruptive really rare by making their components scarce.
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