D&D (2024) 2024 Player's Handbook preview: "New Spells"

The one tidbit Treantmonk noted was that while there were some spells that did get nerfs, he didn't feel they really went to work on most problematic spells, and a lot of them remain OP Aka he was disappointed in their efforts around that point
 

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Maybe I will be beaten up for this, but not addressing the Shield spell (which it truly seems they have not) is a big deal. It's one of the most controversial spells on the Wizard side of the aisle. I will absolutely not complain if it stays the same.

I think the issue with Shield is it is an iconic spell that is very popular.

It is pretty difficult to dial back popular options while at the same time trying to increase the popularity of the game. There are numerous options that would make Shield a more balanced spell, for example:

1. Works on one attack per spell slot level (so 1st level slot the AC bonus is in effect against the trigger attack only, cast at 5th level it works on the trigger attack and the next 4 attacks before your turn ..... so if you are soloing a Malarith you would cast it at 8th level :p

2. Keep as is, but can't cast spells on your next turn after it is cast.

3. Make it flat 20AC, +1 for every slot above 1st.

Any of these make it far less prone to abuse, however at the end of the day while Shield is complained about by many DMs it is also THE MOST POPULAR spell in the game and DMs who want to actually find players to play with don't usually ban it even if they don't like it. Players who admit it is OP also routinely take it.
 

I am admittedly trying to guess at why they'd mention Guidance in this video, when they are not keeping the UA reaction version.

'you say a skill it boosts and concentrate on it' okay, how does that solve the I CAST GUIDANCE spam every minute? You just added a word, so people will go I CAST GUIDANCE SKILLNAME any time a check comes up.

Ah well, it's staying banned in my games.
The use case of casting it every minute meant you gave +1d4 to most every check that might come up.
At least now casting it every minute would only mean +1d4 to a specific check - meaning there will plenty of times you don't gain it's benefit.

That said, there's still a ton of times a players next skill check is going to be obvious, and as you note the specific skill requirement doesn't mitigate that.

Essentially they made it somewhat less powerful but kept the annoying factor - or made it even more annoying.
 

Once you're 13th level or above, 1,000 gold pieces is a trivial cost when shared across a group.

In some groups it is, in others it isn't. In most published WOTC 5E campaigns played as written, 1000 gp a day would be a significant bite into party finances at 10th level.

I have only had one game where we used it regularly and I have played a lot of D&D above 10th level.
 

You and I have had a near-totally opposite 5e experience as players then. I envy you.

In my personal experience, most DMs go entire campaigns without giving their players any gold or magic items. NONE WHATSOEVER.

The only negative I have seen with Magic Weapon is it competes with Shadow Blade. Shadow Blade is much shorter but since both are concentration MW doesn't usually last that long anyway.

Before SB came out MW was a pretty common staple in mid levels.
 

There are numerous options that would make Shield a more balanced spell, for example:

1. Works on one attack per spell slot level (so 1st level slot the AC bonus is in effect against the trigger attack only, cast at 5th level it works on the trigger attack and the next 4 attacks before your turn ..... so if you are soloing a Malarith you would cast it at 8th level :p

2. Keep as is, but can't cast spells on your next turn after it is cast.

3. Make it flat 20AC, +1 for every slot above 1st.
4: reduce all damage 5, increase by 5 for every slot above 1st.
 

I'm looking forward to a medium armored druid in half plate and a shield with conjure animals standing side by side the spirit guardians cleric but getting to use thorn whip to pull enemies into both damage auras. Maybe throw telekenetic feat on as well if it makes the cut. If it's anything like 2014, might can cause the damage on your turn and the enemies turn this way. Throw in a move speed buff like longstrider perhaps a circle of stars druid bonus action attack and I think the 2024 Druid might eat the clerics cake.
 

4: reduce all damage 5, increase by 5 for every slot above 1st.
I'll take a slightly different, 3.X, tack. Shield is really only a problem on Full casters with non-mage armour. Eldritch knights casting shield is not a problem. Artificers casting shield, still no problem. Wizards casting shiled in their robes, I think it's still ok. Bring back Arcane spell failure.
 

I'll take a slightly different, 3.X, tack. Shield is really only a problem on Full casters with non-mage armour. Eldritch knights casting shield is not a problem. Artificers casting shield, still no problem. Wizards casting shiled in their robes, I think it's still ok. Bring back Arcane spell failure.

Again this would be EXTREMELY unpopular. Being able to cast spells in armor you are proficient in is a hallmark (arguably the hallmark) of 5E and one of the most popular features distinguishing current D&D from all earlier versions.
 


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