Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Companion thread to 5E Survivor - Subclasses (Part XII: Rogues)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 8819590" data-attributes="member: 6790260"><p>Warlocks, Clerics, and Sorcerers all get spells by endowment. This is a well-established pattern.</p><p></p><p>Rangers do tricksy wilderness things, knowing what herbs can heal a wound or kill a beast. That's nothing remotely like an endowment of magical power from an outside source. Nor is it all that much like Wizard, Bard, or Druid spells. It is a much looser, more ad-hoc thing.</p><p></p><p>Furthermore, I was speaking (as I said) <em>within the context of 5e.</em> 5e locks most actually useful mechanics being spellcasting. If you want to be relevant beyond level 10 or so, you should be a spellcaster of some kind. Hence the Warlock <em>in 5e</em> being a caster. In other contexts, it might be something different. It depends on how the game system is designed.</p><p></p><p></p><p>I honestly don't get what is confusing about this. I want a diversity of approaches to supernatural power. This requires that there be more than just the very specific mechanical and thematic limitations imposed by "you have X/Y/Z slots of level M/P/Q, which specifically refresh daily and which are totally fungible between your different magical abilities of a given level, and which are disabled or defeasible under specific well-defined circumstances no matter how you perform them, and you must specifically engage nondescript physical motions, highly specific magical materials, or nondescript verbal expressions if and only if they are mentioned in the text."</p><p></p><p>That's a very specific mechanical niche. It can do a lot of things (it <em>is</em> magic, after all), but it isn't, and shouldn't be mistaken for, a totally generic "this truly does cover all possible supernatural powers someone might want to use." As demonstrated by numerous supernatural/not-fully-mundane effects in 5e, like Rage, Bardic Inspiration, Ki, Channel Divinity, Wild Shape, Auras, etc. Spells would struggle to replicate several of these without massive kludge.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8819590, member: 6790260"] Warlocks, Clerics, and Sorcerers all get spells by endowment. This is a well-established pattern. Rangers do tricksy wilderness things, knowing what herbs can heal a wound or kill a beast. That's nothing remotely like an endowment of magical power from an outside source. Nor is it all that much like Wizard, Bard, or Druid spells. It is a much looser, more ad-hoc thing. Furthermore, I was speaking (as I said) [I]within the context of 5e.[/I] 5e locks most actually useful mechanics being spellcasting. If you want to be relevant beyond level 10 or so, you should be a spellcaster of some kind. Hence the Warlock [I]in 5e[/I] being a caster. In other contexts, it might be something different. It depends on how the game system is designed. I honestly don't get what is confusing about this. I want a diversity of approaches to supernatural power. This requires that there be more than just the very specific mechanical and thematic limitations imposed by "you have X/Y/Z slots of level M/P/Q, which specifically refresh daily and which are totally fungible between your different magical abilities of a given level, and which are disabled or defeasible under specific well-defined circumstances no matter how you perform them, and you must specifically engage nondescript physical motions, highly specific magical materials, or nondescript verbal expressions if and only if they are mentioned in the text." That's a very specific mechanical niche. It can do a lot of things (it [I]is[/I] magic, after all), but it isn't, and shouldn't be mistaken for, a totally generic "this truly does cover all possible supernatural powers someone might want to use." As demonstrated by numerous supernatural/not-fully-mundane effects in 5e, like Rage, Bardic Inspiration, Ki, Channel Divinity, Wild Shape, Auras, etc. Spells would struggle to replicate several of these without massive kludge. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Companion thread to 5E Survivor - Subclasses (Part XII: Rogues)
Top