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General Tabletop Discussion
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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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<blockquote data-quote="Monayuris" data-source="post: 7826969" data-attributes="member: 6859536"><p>Thunderwave is a first level spell, which means </p><p>1. The wizard has to have it prepared</p><p>2. They can only do it a limited number of times per day.</p><p>3. There may be better uses of their 1st level spell slots. </p><p>4. Thunderwave makes a very loud noise within 300', which will likely alert monsters.</p><p></p><p>Meanwhile a fighter can shove people around at will and do it more efficiently and with less consequences.</p><p></p><p>The point of spells is that they can be "I Win" buttons in very specific situations. But there are (or at least, there should be) consequences. If the consequences aren't severe enough for the effect of the spell, then it's a design issue.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 7826969, member: 6859536"] Thunderwave is a first level spell, which means 1. The wizard has to have it prepared 2. They can only do it a limited number of times per day. 3. There may be better uses of their 1st level spell slots. 4. Thunderwave makes a very loud noise within 300', which will likely alert monsters. Meanwhile a fighter can shove people around at will and do it more efficiently and with less consequences. The point of spells is that they can be "I Win" buttons in very specific situations. But there are (or at least, there should be) consequences. If the consequences aren't severe enough for the effect of the spell, then it's a design issue. [/QUOTE]
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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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