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General Tabletop Discussion
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A few thoughts on 5E.
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<blockquote data-quote="sithramir" data-source="post: 6350136" data-attributes="member: 12183"><p>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.</p><p></p><p>I do love the scalable lower level spells so they don't become useless. That does remove your dependancy on quantity of appropriate damage spells. I just felt 1 spell slot is just nothing. With lower stats now there's no real "bonus spells slots" for those levels either so it just seems TOO scarce to me.</p><p></p><p>I feel higher level casters are losing too much: For instance, Teleport is now 7th level! That means you won't see much teleporting going on even at higher levels. Since you'll only have one slot of 7, 8, 9 to be able to teleport a group in and teleport them out you've given up potentially any true powerful spells to do it even at level 20! That seems somehow wrong for "magic". The 1 hour rest (which I don't like much) dosn't help that much since it only helps replenish some smaller spell slots. Useful if you need some umph for another fight sure but it seems TOO weak. Where would you get a teleport scroll now? It now requires a much higher level NPC, etc. I find it very hard to imagine a world of magic where the best real method of travel is horseback. If you think about typical NPC's, how many of them are level 13+ to be able to teleport now?</p><p></p><p>Maybe i'm missing something but I feel people should be screaming about this more no? Or does everyone just love playing fighter types and levels 1-10 all day?</p></blockquote><p></p>
[QUOTE="sithramir, post: 6350136, member: 12183"] 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. I do love the scalable lower level spells so they don't become useless. That does remove your dependancy on quantity of appropriate damage spells. I just felt 1 spell slot is just nothing. With lower stats now there's no real "bonus spells slots" for those levels either so it just seems TOO scarce to me. I feel higher level casters are losing too much: For instance, Teleport is now 7th level! That means you won't see much teleporting going on even at higher levels. Since you'll only have one slot of 7, 8, 9 to be able to teleport a group in and teleport them out you've given up potentially any true powerful spells to do it even at level 20! That seems somehow wrong for "magic". The 1 hour rest (which I don't like much) dosn't help that much since it only helps replenish some smaller spell slots. Useful if you need some umph for another fight sure but it seems TOO weak. Where would you get a teleport scroll now? It now requires a much higher level NPC, etc. I find it very hard to imagine a world of magic where the best real method of travel is horseback. If you think about typical NPC's, how many of them are level 13+ to be able to teleport now? Maybe i'm missing something but I feel people should be screaming about this more no? Or does everyone just love playing fighter types and levels 1-10 all day? [/QUOTE]
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