D&D General 6E But A + Thread

???

Why the heck would all else be equal? That's a nonsensical opinion because learning that trick isn't free. It's as hard or difficult as a game or setting makes it. If you takes you 20 years of practice to learn it, but someone can be an expert warrior in 3, well, who is more powerful? I don't think it's "bird guy".

D&D arbitrarily (this is a very important word here) makes arcane magic ridiculously over-the-top versatile, able do literally anything, because it wasn't designed, it doesn't have any kind of consistent rationale or theory or way of operating behind it, and essentially isn't even a "magic system", it's just a totally random and disconnected pile of totally unrelated powers that various people in the 1980s thought would let them "win at dungeons" so convinced DMs to give them. Hell half the spells added in the 1990s are obviously ill-conceived cheese from people's campaigns, often obviously designed to make GMPCs nigh-invulnerable. There's no logic, there's no system, there's no theme, there's just "PILE ON THE OPTIONS! THERE'S NO LIMIT!!!".

5E dialled that back a bit, but still fundamentally treats arcane magic is a sacred cow, and includes loads of spells that just should be deleted from D&D, either because they serve little to no purpose, or because they just make arcane magic too broad in its functionality.

TLDR: The whole thing is a hangover from people trying to cheat at dungeons in the 1980s and make OP GMPCs in the 1990s.
I have to say, not really a fan of your "all this stuff shouldn't be in D&D" refrain. Why should anyone get to decide what the books (that are for anyone) contain? We're all welcome to exclude whatever we want from our games.
 

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Define powerful.

Are we just talking damage? Because I bet you could make really interesting casters that have few or no direct-damage dealing spells. Only utility, buffs, and de-buffs, and things like illusions and enchantments. And that could still be a very interesting caster for a lot of people.
I am talking about new options, new things to do. Not higher numbers. New options that you can't replicate without magic or modern+ technology.
 


Again, the key is to build in dials so that folks don't have to argue about how deadly or superheroic D&D is -- they just set the dials where they want them, and they are all still playing D&D and engaging in that shared experience and community.
Sounds awesome! I wonder who's going to make that game...
 




Call of Cthulu is going strong with no complete revision ever, at nigh 45 years.
I know, but strong is a relative term, I don’t think it could maintain 5e’s level of success for anywhere as long, and WotC won’t be satisfied with CoC’s level of success

Guess we will see, I am hopeful they will not just keep tinkering around the edges for another 20 years ;)
 

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