FrogReaver
The most respectful and polite poster ever
Same. The only things the old one was particularly good for was twin haste and twin polymorph.Thunk I prefer new one. It's a lot cheaper sorcery point wise.
Same. The only things the old one was particularly good for was twin haste and twin polymorph.Thunk I prefer new one. It's a lot cheaper sorcery point wise.
Same. The only things the old one was particularly good for was twin haste and twin polymorph.
I think it still depends on a few things.That's why I rate new sorcerer so highly. 1 sorcery point to twin spell. Command. Tashas tashas mind whip, hol person.
Odds are you won't get 4 failed saves over two rounds vs 10%25% chance of what you got.
Also why I think wizards are comparatively weak in 5.5 vs other options like bonus action command on Glamour bards.
Right now I'm thinking the party would look something like -
Human Entertainer Vengeance Paladin - Great Weapon Master
High Elf Wayfarer Gloom Stalker Ranger - Dual Wielder
High Elf Sage Stars Druid - Warcaster
Gnome Criminal Dragon Sorcerer - Warcaster
Though @Zardnaar has got me thinking about possibly replacing the Dragon Sorcerer with a Wizard. Summon spells are fairly appealing.
Think I would do warlock if I cared about summoning tbh. Undead and aberration chain lock plus poison condition.
Might be my first 5.5 PC as no one else will build that. They're busy picking other warlocks, Dragon sorcerers and bards. Eldritch mind for concentration.
Think you guys have more loot and gold than I hand out.
Er...no, you can't guarantee that.
Almost anyone can make generally usable arrows. It's a much bigger deal to find someone who can make healing potions.
The rules themselves even contradict this. Under the rules for Treasure, subsection Magic Item Values by Rarity, bolded for emphasis: "Common magic items can often be bought in a town or city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items might be sold only in wondrous locations, such as the City of Brass or Sigil." The critical words "can often" mean "some of the time, but not all of the time".
It is entirely within the DM's purview to say that a town has no magic items at all, including potions. Or that some kinds of magic items can be bought, but potions aren't one of them. Or that a tiny handful of potions are on hand, but no more.
You are presuming dramatically more availability than the rules actually describe.
No, you can't. That's what I'm telling you. This simply isn't true. I have had MANY DMs--including 5e DMs--who explicitly and directly contradicted this.
I have never seen a group capable of buying over 100 healing potions at level 5. (Assuming a group of 4-5, you'd need over 100, typically 120-150).
That sounds more like ddo than the ttrpg version of d&d where a real flesh & blood human takes the role of gm.your description of what you regularly present as big standard examples of gameplay is so incredibly unique im wondering if you happen to play in a group with 29-39 regular AI users?It depends on the game. 50 potions is about the same cost as plate and the vast majority of games the warrior has enough for that by level 5.
If you buy 30, that will usually last a long time, sometimes an entire adventure (as you augment with stuff you buyfind, rests
Even if you only have enough for 5 at every town (250 gold), that is still going to usually be enough until you get more money to restock and it is relatively rare you can't afford 250 gold at that level. If they can't afford that kind of laydown for potions then they can't afford it for spell components either, and that takes som of the best spells off the table. You are not using things like Greater Restoration, Revivify, Protection from Evil and Good, Find Familiar ....
Games vary as far aswhat we can buy, but games where we can't buy PHB adventuring gear in whatever quantities we can afford and carry are rare..
That assumption is there because we're comparing spell slots that require a long rest to recover to martial abilities that require a short rest to recover. The martials are actually resting more often but the rest can be done many times while the casters are still taking that one rest.Right, but there also seems to be an assumption in there that casters will need rest more often for spells than martials need to for hp.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.