5th level sounds good to me. I’ve often felt one of the early defining aspects of D&D was the way it just assumed that characters could come back from the dead purely as a result of player agency - haul your buddy’s corpse back to town and to the right temple, and as long as you’ve got the money they can get back in the game.Where do you think you can cap magic and still have a game that feels like a D&D world? My intuition says 5th level magic, beyond that seems more of the same, but more powerful. Any thoughts?
it’s not that they do not feel like D&D, it’s that they are not needed for the game to still feel like D&D1st to 9th level magic all feel D&D to me. From Magic Missiles and Sleep to Meteor Swarms and Wishes.
What do you mean by "cap"? Magic in the world, or accessible by PCs through simple level advancement and therefore front-and-center in the game as soon as those levels are reached magic?Where do you think you can cap magic and still have a game that feels like a D&D world? My intuition says 5th level magic, beyond that seems more of the same, but more powerful. Any thoughts?
Depending on the edition, super heroes D&D can start a lot lower than that.Higher than 5th level spells seems like Super Heroes D&D to me.
I really wish I could get rid of unlimited cantrips.Agreed, but for a slightly different reason: unlimited cantrips means that the spells can go a flyin' as soon as the new PCs hit the Tavern. Nothing says D&D to me like out-of-control fantasy.
Sure, but casters had more practical restrictions than they do today in a lot of ways. It's just a matter of what you prefer, and what you can convince your players to try.This is interesting. Generally speaking, spells in TSR era D&D are much more powerful and setting impactful.