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General Tabletop Discussion
*Dungeons & Dragons
5th Edition -- Caster Rule, Martials Drool?
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<blockquote data-quote="I'm A Banana" data-source="post: 6363282" data-attributes="member: 2067"><p>IM(limited)XP, and according to most of the play reports I've been seeing, limited spell slots do the job of preventing both of these from happening.</p><p></p><p>It's "I can be good in combat...<strong>OR</strong> I can kind of solve one of the other problems we have. Pick one."</p><p></p><p>I mean, 5e is explicit about what it's balancing noncombat on -- Exploration and Interaction. At the very highest levels, spell slots of levels 1-4 get pretty cheap, but the most effective spells even at that level don't really dominate either sphere. They're really useful, but they've got some key weaknesses. </p><p></p><p>It's also pretty clear that its days are 6-8 encounters long.</p><p></p><p>The best explicit Exploration and Interaction spells in Basic at level 9+, when those slots get pretty cheap, are probably Arcane Eye and Suggestion, respectively. And if you blow your 2nd and 4th level slots on those utility effects, and your 3rd and 1st level slots and your Arcane Recovery slots on trying to keep pace with Fireball, Mage Armor, and Magic Missile in combat (assuming you want to not be dead weight in a fight), hey presto, there's all of your disposable spells. You're left with a few higher-level cookies that you can bust out on occasion. On a 6-8 encounter day, this is not going to dominate. If your day is shorter, the caster will be more awesome, but the day's rest is comfortably in the hands of the DM in Basic (in the PH, the best solution to this is Tiny Hut, which is fully present on the material plane and thus basically a dinner bell to anything that finds adventurers delicious).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6363282, member: 2067"] IM(limited)XP, and according to most of the play reports I've been seeing, limited spell slots do the job of preventing both of these from happening. It's "I can be good in combat...[B]OR[/B] I can kind of solve one of the other problems we have. Pick one." I mean, 5e is explicit about what it's balancing noncombat on -- Exploration and Interaction. At the very highest levels, spell slots of levels 1-4 get pretty cheap, but the most effective spells even at that level don't really dominate either sphere. They're really useful, but they've got some key weaknesses. It's also pretty clear that its days are 6-8 encounters long. The best explicit Exploration and Interaction spells in Basic at level 9+, when those slots get pretty cheap, are probably Arcane Eye and Suggestion, respectively. And if you blow your 2nd and 4th level slots on those utility effects, and your 3rd and 1st level slots and your Arcane Recovery slots on trying to keep pace with Fireball, Mage Armor, and Magic Missile in combat (assuming you want to not be dead weight in a fight), hey presto, there's all of your disposable spells. You're left with a few higher-level cookies that you can bust out on occasion. On a 6-8 encounter day, this is not going to dominate. If your day is shorter, the caster will be more awesome, but the day's rest is comfortably in the hands of the DM in Basic (in the PH, the best solution to this is Tiny Hut, which is fully present on the material plane and thus basically a dinner bell to anything that finds adventurers delicious). [/QUOTE]
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5th Edition -- Caster Rule, Martials Drool?
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