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D&D 5E A few thoughts on 5E.

I see the Teleport spell as a feature instead of a bug. In past editions, you could use scry the BBEG, teleport in all buffed up and end the adventure before it starts. Now getting there is half the battle (or can be, the DM is still allowed to handwave travel from one place to the other).

Plus, the wizard can always cast it as a ritual if he needs to. Yeah, it uses the slot, but if they need it, they have it.
 

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I am SO glad upper level spellcasting has been trimmed way back. I literally quit running any games past 6th level (Epic 6th!) just because of issues like that. I have NO problem visualizing a world where even with magic, a horse is still the best, most common and reliable method of transportation. I run a low-magic world, and I love it.

Then again, I DO make compromises - there was an ancient empire in my campaign wherein magic was much more common. If PCs find one of their teleportal gate setups, they'll have a LOT of options for travel on their hands; but it is to fixed locations, and I can control which ones they are.

I can also see where a DM might not love the new setup; in that case, maybe scrolls will be a lot more common than in the base rule system; or rituals, or there may be other options in the DMG. I'm sure there will be workarounds if you want to go back to quadratic wizard level power-ups.
 

Hearing the explanation on fire resistance I kind of feel I do like it now. You're right that being able to continually wear down people is nice and it does allow for some scaling at upper levels so it's not useless if it's DR 5. However, I guess i don't like that minor spells like multiple acid arrows can now hurt a powerful monster that is resistant to acid. I liked that if it was multiple smaller things you could shrug it off. But i can see the balance in it.

You can still make a monster completely immune to a damage type. Practically speaking this is similar to DRx because you can guess at the amount of damage your players can do at the monsters level and if the DR is higher than that then they might as well be immune.
 

I see the Teleport spell as a feature instead of a bug. In past editions, you could use scry the BBEG, teleport in all buffed up and end the adventure before it starts. Now getting there is half the battle (or can be, the DM is still allowed to handwave travel from one place to the other).

Plus, the wizard can always cast it as a ritual if he needs to. Yeah, it uses the slot, but if they need it, they have it.

Can you cast teleport as a ritual? It does have the ritual keyword in basic.
 


Also, in addition to our slots, you get at-will cantrips, some of which are combat-effective, and the option of casting a spell 'as a ritual,' out of combat, without expending a slot.

Also, in addition to the slots at the start of the day, wizards can re-charge a slot each time they take a short rest.

So casters in general and wizards in particular have it pretty good this ed.

I come from a 3e/Pathfinder perspective too. I think this is a great way to do cantrips have them as "at wills". It goes a long way to fixing the pure Vancian magic issue of having low level spellcasters at the end of the day, having exhausted their spells with nothing to do.

Mike
 


These concerns seem to come from someone who played high level spell casters in 3.5. I did the same, but I've come to recognize that most people didn't play a lot of high level D&D in 3.5, and spell casters were the primary reason. I've never played high level campaigns as anything but a wizard, so I never saw the bad side of having phenomenal cosmic power.

So, yes, the wizard has been toned down a lot, though has received even more versatility in exchange. It's probably a good change for the game overall.
 


I find it very hard to imagine a world of magic where the best real method of travel is horseback.

Have you tried reading the Lord of the Rings? Or the Belgariad? Because both of those stories feature some of the worlds most powerful wizards spending a lot of time of horseback. Just sayin... ;)
 

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