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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Sneak Peek At Magic
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<blockquote data-quote="Faolyn" data-source="post: 8143380" data-attributes="member: 6915329"><p>[USER=6912801]@BlivetWidget[/USER], don't forget <em>magic missile</em>, which went from one missile at 1st level to three. </p><p></p><p>Sadly, they didn't really include guidelines for spells that inflict damage over time or that inflict conditions. You have the same problem with assigning CR values to monsters that inflict conditions or that have other weird abilities, which is why shadows are so horribly under-CR'ed.</p><p></p><p>[USER=93670]@tetrasodium[/USER], to be fair, they use <em>very </em>few feats this edition, so not having room for specialization feats isn't really a bug; it's RAI.</p><p></p><p>The actual problem stems from the fact that they no longer require you to "learn" spells like they used to. Back in 1e/2e, there was a percent chance, depending on your Int, to learn a spell, and you had to learn spells in order to put them in your spellbook. And if you couldn't learn it, you couldn't try again until the following level.</p><p></p><p>What this means was, there was always a chance you couldn't learn a spell like <em>fireball, </em>but you were able to end up learning, say, <em>shadowbolt </em>(a "semi-real phantasm of an onrushing missile. The large, gray teardrop-shaped illusory projectile glows with a faerie fire-like radiance of any hue the caster desires" that inflicts 1d8+caster's level damage, half damage if disbelieved, plus it knocks the target over). So a wizard's spellbook could be quite varied. </p><p></p><p>Nowadays, at least, there's almost no reason to take some of these "lesser" spells, and even less of a reason if something like <em>fireball </em>is given better damage. Only someone with a very strong character concept of "only does illusory magic, no, really, only illusions" that they stick to would refuse to write <em>fireball </em>into their spellbook.</p><p></p><p>So clearly the solution is to bring back "learn spell" rolls for wizards. /s</p><p></p><p>(Actually, I think that LU could get away with that, if they wanted to: you get advantage or an expertise die or whatever if the spell is tagged with something that matches your archetype--easy to do in basic 5e if your archetype is something like Transmuter, less easy to do for Scribe wizards or Bladesingers or whatever.)</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8143380, member: 6915329"] [USER=6912801]@BlivetWidget[/USER], don't forget [I]magic missile[/I], which went from one missile at 1st level to three. Sadly, they didn't really include guidelines for spells that inflict damage over time or that inflict conditions. You have the same problem with assigning CR values to monsters that inflict conditions or that have other weird abilities, which is why shadows are so horribly under-CR'ed. [USER=93670]@tetrasodium[/USER], to be fair, they use [I]very [/I]few feats this edition, so not having room for specialization feats isn't really a bug; it's RAI. The actual problem stems from the fact that they no longer require you to "learn" spells like they used to. Back in 1e/2e, there was a percent chance, depending on your Int, to learn a spell, and you had to learn spells in order to put them in your spellbook. And if you couldn't learn it, you couldn't try again until the following level. What this means was, there was always a chance you couldn't learn a spell like [I]fireball, [/I]but you were able to end up learning, say, [I]shadowbolt [/I](a "semi-real phantasm of an onrushing missile. The large, gray teardrop-shaped illusory projectile glows with a faerie fire-like radiance of any hue the caster desires" that inflicts 1d8+caster's level damage, half damage if disbelieved, plus it knocks the target over). So a wizard's spellbook could be quite varied. Nowadays, at least, there's almost no reason to take some of these "lesser" spells, and even less of a reason if something like [I]fireball [/I]is given better damage. Only someone with a very strong character concept of "only does illusory magic, no, really, only illusions" that they stick to would refuse to write [I]fireball [/I]into their spellbook. So clearly the solution is to bring back "learn spell" rolls for wizards. /s (Actually, I think that LU could get away with that, if they wanted to: you get advantage or an expertise die or whatever if the spell is tagged with something that matches your archetype--easy to do in basic 5e if your archetype is something like Transmuter, less easy to do for Scribe wizards or Bladesingers or whatever.) [/QUOTE]
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A Sneak Peek At Magic
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