D&D 5E ... and we have a wizard!

While it was full of flavor, it was also full of problems. Check out SKR's rant why it was switched to Darkvision here: http://www.seankreynolds.com/rpgfiles/rants/infravision.html

I wish more D+D developers published rants like these.

Well that's the first time I've read that article. Many of the problems he identifies, especially those with illusions and invisibility, are clearly dealt with in AD&D. On top of that, visible light is just a form of radiation. In terms of science, you CAN make something invisible to the infra-read spectrum because it's also just radiation, but radiating at a lower frequency. In fact I recall reading that scientists have already made things invisible to the infra-red in the lab.

In addition, I think his use of science isn't justified for D&D. You would need to have an eye over 1m in diameter to see into the infra-red. So clearly, infravision is some sort of semi-magical or supernatural attribute. As such, it doesn't have to conform exactly the laws of science. Perhaps some new form of advanced biology that science hasn't discovered could allow for smaller eyes, but based on what we know, it's just not possible anyway.

I really don't see how anything he pointed out creates a problem during the game. I always found heat sources to be very easy to describe. After all, we have all seen the predator movies :)
 

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Well, it was quite bothersome to me. I remember preparing Fireball or Cloudkill or whatever and, just when I was ready to cast it, some ally got into the area and suddenly I was all "Well, there goes my striking power. Ok, I... shoot it with my crossbow -.-".

Of course, YMMV and all that.
I assumed you were firing the crossbow at your ally for getting in the way...
 

Well that's the first time I've read that article. Many of the problems he identifies, especially those with illusions and invisibility, are clearly dealt with in AD&D. On top of that, visible light is just a form of radiation. In terms of science, you CAN make something invisible to the infra-read spectrum because it's also just radiation, but radiating at a lower frequency. In fact I recall reading that scientists have already made things invisible to the infra-red in the lab.

In addition, I think his use of science isn't justified for D&D. You would need to have an eye over 1m in diameter to see into the infra-red. So clearly, infravision is some sort of semi-magical or supernatural attribute. As such, it doesn't have to conform exactly the laws of science. Perhaps some new form of advanced biology that science hasn't discovered could allow for smaller eyes, but based on what we know, it's just not possible anyway.

I really don't see how anything he pointed out creates a problem during the game. I always found heat sources to be very easy to describe. After all, we have all seen the predator movies :)

Was running the kids game one week; was trying to describe infrared vision, my exact comment was "it's like the predator from the movie"; chorus of kids respond in unison "what's a predator?"

Felt. So. Old.
 

Some of his complaints are valid (e.g., it's silly to have a distance limit on infravision). However, a lot of his problems are the result of his not understanding the difference between heat and radiation. For example, a darkness spell doesn't have to prevent the transmission of heat in order to block infravision; it just has to block infrared radiation the same way it blocks visible light. Unless the heat is so intense that it warms the air on the other side of the darkness, the spell works fine. Likewise, his complaints about wall of force and Otiluke spells are silly. Are the spells transparent to visible light? Then they can be transparent to infrared too, and infravision works fine through them. Whether they block the transmission of heat is immaterial.

You can get around those problems by simply stating "Magic violates the laws of physics." But honestly I like the minutiae of trying to figure out lateral solutions, those are always the most fun.
 

Was running the kids game one week; was trying to describe infrared vision, my exact comment was "it's like the predator from the movie"; chorus of kids respond in unison "what's a predator?"

Felt. So. Old.
See? Another reason why it had to be changed to Darkvision. :)
 

Here's my summary of what has changed:

Wizard not Mage: This is the big one – the class is back to being called a Wizard, not a Mage.

Evocation Savant: This is new, and likely applies to all specialist wizards: the cost of gaining new spells of your school goes down.

Cantrips: As with the Cleric, you know a number of cantrips equal to your spell-casting ability modifier, rather than just three. (The extra cantrip is an Elf special ability).

Prepared Spells: As with the Cleric, instead of being 1+wizard level, you can prepare a number of spells each day equal to your Intelligence modifier + your Wizard level.

Arcane Recovery: The cap on spell-levels that can be restored has gone. (You used to be only able to regain 5th or lower level spells). However, this may be because there are no spells of that level in the Starter Set!

Elves have Darkvision: From low-light vision to darkvision. Interesting!

No Keen Senses: Elves used to have advantage on Perception (Wisdom) checks – this has gone.

Languages: The character knows two more languages than a high elf would in the playtest – possibly a feature of being an acolyte of Oghma, god of Knowledge. Or maybe elves just know more languages. Or Wizards.

Spells Known: The old mage started with four first level spells in their spellbook, the new one has six.

Copying Spells into the Spellbook: The time taken has doubled: to 2 hours per level of the spell.

Skills Known: History has been dropped from the Acolyte background. With “Investigation” being the fourth skill, it seems quite possible that you get two skills set by background, one by class and one more chosen either by free choice or assigned based on your race (unlikely).

Shelter of the Faithful: This used to be known as Temple Services, but otherwise seems very similar to the previous trait for the Acolyte background.

Cheers!
 

Languages: The character knows two more languages than a high elf would in the playtest – possibly a feature of being an acolyte of Oghma, god of Knowledge. Or maybe elves just know more languages. Or Wizards.

I think those extra languages are from a high Int score. IIRC, characters get one extra language per point of Int bonus.
 

I really like what I've been seeing. My only complaint is that they aren't providing spell sheets for the characters. I don't want my players to have to play tug-of-war with the rulebook.
 

No Keen Senses: Elves used to have advantage on Perception (Wisdom) checks – this has gone.

As discussed up-thread (point 2), Keen Senses seems to be proficiency in Perception, rather than Advantage.

Languages: The character knows two more languages than a high elf would in the playtest – possibly a feature of being an acolyte of Oghma, god of Knowledge. Or maybe elves just know more languages. Or Wizards.

Or the extra languages come with the acolyte background instead of other tool proficiencies.

[Edit: or, with Falling Icicle, with Intelligence.]
 
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Was running the kids game one week; was trying to describe infrared vision, my exact comment was "it's like the predator from the movie"; chorus of kids respond in unison "what's a predator?"

Felt. So. Old.


It's actually child abuse to deprive children of Arnold's classics.
 

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