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Casters should go back to being interruptable like they used to be.
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<blockquote data-quote="kigmatzomat" data-source="post: 9209009" data-attributes="member: 9254"><p>So just a recent example from my last game session. I have a 15th level 5e full caster (lore bard) and we are clearing out an evil temple. There have been 10 battles as we have moved through the temple at speed and due to thr construction and background noise it is hard for the NPCs to call reinforcements. </p><p></p><p>I have lobbed 8 fireballs. I hit on average 8 NPCs with a DC20 save and have inflicted probably 1,200hp in total. I have used ALL my 3rd-5th spell slots plus a 1st & 2nd. I now need to hoard my last 3 high level spells (6, 7, 8) and the warriors will have to carry the brunt of the battles as we move forward to the inner sanctum.</p><p></p><p>The plus side of my earlier castings is that everyone else is in good shape. The cultists died quickly and the others casters didn't need to use much of their resources: cleric13/paladin2 has 2/3rds of their spells remaining, the Paladin15 has half, and the warlock 12/bard3 is only down a few 1sts. The monk is at full ki and the champion has their surges.</p><p></p><p>If I were a <=3.5e caster, I would still have at least 4 spell slots from 3-5th and would have 3x6th, 2x 7th and 1x 8th. Mwahahahah! However.....would I have been able to successfully cast any of those spells outside of the surprise rounds when every dart, dagger, javelin and arrow was sent my way? How many slots would I have expended as a defense? </p><p></p><p>And that earlier caster would have been throwing darts or using a crossbow while I can throw 3d8 cantrip damage or give disadvantage from vicious Mockery. (I actually nat20d Produce Flame and did 33 damage to an enemy! Woot! Mini-fireball ftw!)</p><p></p><p>So in short, game balance is hard and complex.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9209009, member: 9254"] So just a recent example from my last game session. I have a 15th level 5e full caster (lore bard) and we are clearing out an evil temple. There have been 10 battles as we have moved through the temple at speed and due to thr construction and background noise it is hard for the NPCs to call reinforcements. I have lobbed 8 fireballs. I hit on average 8 NPCs with a DC20 save and have inflicted probably 1,200hp in total. I have used ALL my 3rd-5th spell slots plus a 1st & 2nd. I now need to hoard my last 3 high level spells (6, 7, 8) and the warriors will have to carry the brunt of the battles as we move forward to the inner sanctum. The plus side of my earlier castings is that everyone else is in good shape. The cultists died quickly and the others casters didn't need to use much of their resources: cleric13/paladin2 has 2/3rds of their spells remaining, the Paladin15 has half, and the warlock 12/bard3 is only down a few 1sts. The monk is at full ki and the champion has their surges. If I were a <=3.5e caster, I would still have at least 4 spell slots from 3-5th and would have 3x6th, 2x 7th and 1x 8th. Mwahahahah! However.....would I have been able to successfully cast any of those spells outside of the surprise rounds when every dart, dagger, javelin and arrow was sent my way? How many slots would I have expended as a defense? And that earlier caster would have been throwing darts or using a crossbow while I can throw 3d8 cantrip damage or give disadvantage from vicious Mockery. (I actually nat20d Produce Flame and did 33 damage to an enemy! Woot! Mini-fireball ftw!) So in short, game balance is hard and complex. [/QUOTE]
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Casters should go back to being interruptable like they used to be.
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