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As a DM cleric spells to watch out for in 5e?
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<blockquote data-quote="jgsugden" data-source="post: 8603145" data-attributes="member: 2629"><p>You should <em>not</em> be concerned with these spells. There are no spells in any official product that should 'concern' you. They're all fine.</p><p></p><p>3rd level spells are a very intentional 'upgrade' in power over 2nd level spells. It is intended to be a significant jump. Hypnotic Pattern, Fireball, Fly, Spirit Guardians, Revivify - these open up new levels of power to PCs that were unavailable before. They are intended to change the way the game operates. They are one of the marks, along with abilities like Multi-attack for weapon PCs, that mark the transition to Heroic levels of play.</p><p></p><p>There is a very common mistake that many DMs make: They fail to realize that D&D is <em>intended</em> to change as PCs advance. The intent is for advancing magics to trivialize things that used to be a challenge to PCs at lower levels. Certain styles of challenge are <em>intended</em> to be too easy once the PCs gain access to powerful divinations, transmutations, etc... This change is what allows the players to see that their PCs are becoming more powerful. When the abilities of the PCs grow, it is something you should emphasize as a DM and celebrate - not something that should concern you. </p><p></p><p>My advice to you is to <em>not</em> plan for Spirit Guardians unless the NPC has a natural reason to plan for it. Contriving a reason for the enemy to be prepared for it tends to make it look like the DM is a bad sport, that the DM doesn't want the PCs to succeed, and that the DM is more interested in dictating how the game should go than sharing the journey with the players (by allowing them to shape the game with their decisions and character abilities). As a DM, you end up looking like that Fastfood Manager that spills grease on the floor because their clean up crew was cleaning too fast and the manager thought their regional manager needed to see their employees cleaning up more.</p><p></p><p>At levels 1 to 4 PCs should struggle a bit with mundane problems, and feel like the world is intimidating. From 5 to 10, they should feel like they've found their place and are effective. From 11 to 16 they should feel like they are starting to be real forces in their world - and are capable of making lasting changes to the regions they populate. From levels 17 and above they should feel like they are major players in the world.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8603145, member: 2629"] You should [I]not[/I] be concerned with these spells. There are no spells in any official product that should 'concern' you. They're all fine. 3rd level spells are a very intentional 'upgrade' in power over 2nd level spells. It is intended to be a significant jump. Hypnotic Pattern, Fireball, Fly, Spirit Guardians, Revivify - these open up new levels of power to PCs that were unavailable before. They are intended to change the way the game operates. They are one of the marks, along with abilities like Multi-attack for weapon PCs, that mark the transition to Heroic levels of play. There is a very common mistake that many DMs make: They fail to realize that D&D is [I]intended[/I] to change as PCs advance. The intent is for advancing magics to trivialize things that used to be a challenge to PCs at lower levels. Certain styles of challenge are [I]intended[/I] to be too easy once the PCs gain access to powerful divinations, transmutations, etc... This change is what allows the players to see that their PCs are becoming more powerful. When the abilities of the PCs grow, it is something you should emphasize as a DM and celebrate - not something that should concern you. My advice to you is to [I]not[/I] plan for Spirit Guardians unless the NPC has a natural reason to plan for it. Contriving a reason for the enemy to be prepared for it tends to make it look like the DM is a bad sport, that the DM doesn't want the PCs to succeed, and that the DM is more interested in dictating how the game should go than sharing the journey with the players (by allowing them to shape the game with their decisions and character abilities). As a DM, you end up looking like that Fastfood Manager that spills grease on the floor because their clean up crew was cleaning too fast and the manager thought their regional manager needed to see their employees cleaning up more. At levels 1 to 4 PCs should struggle a bit with mundane problems, and feel like the world is intimidating. From 5 to 10, they should feel like they've found their place and are effective. From 11 to 16 they should feel like they are starting to be real forces in their world - and are capable of making lasting changes to the regions they populate. From levels 17 and above they should feel like they are major players in the world. [/QUOTE]
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