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


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Also, players don't like nerfs, and 5.5 is all about the players.
This appears to assume a game that never corrects brokenly powerful stuff is good for players. It's not.

2024 D&D is all about WotCs coffers.

If it was all about the players WotC wouldn't have hesitated taking away as well as giving.

But the true purpose of not nerfing things is to make it undesirable to stay with the 2014 rules.
 

Are you saying WotC wants more people to spend more money? WotC? An Amercian company? A Capitalistic Amercian company beholden to shareholders and not costumers? Are you sure? Wizards of the Coast WotC? Hasbro Wizards of the Coard WotC? Capitalism? In America? WotC?
Is there an echo in here?
 

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 understand it won't be changed, but all those variants seem complicated to me.

I'd probably just make it +4 instead of +5 and call it a day.
 




Eh, it's not really that bad. Having the tank hold onto several melee guys who can only hit him on a 20 makes the tank feel good, and the ranged attackers/blasters can do the real damage to everyone else.

If the entire party is cautious types with heavy armor AC 20+ and shield, silvery barbs, and absorb elements, then I guess they're just begging you as a DM to up the ante.
Yea. At least focusing on defense and the dm ups the ante makes the game less rocket tag than if players mostly focus on offense and the DM ups the ante.
 

Not sure what you're calculating here.

A d4 averages +2.5
A d6 averages +3.5

A +d4 weapon is thus exactly between a +2 and a +3 weapon.
The +d4 damage is only damage, while the +1 magic weapon adds to accuracy as well as damage. Once you factor in accuracy, the +1 (and +2) gains value and the +d4 loses value. The +d4 is still closer to a +2 weapon than a +1 weapon, though.
 
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