The Human Target
Adventurer
Neither of those things are true.[*]In 4e ... All you needed to cast was one free hand and an implement.
Neither of those things are true.[*]In 4e ... All you needed to cast was one free hand and an implement.
The magic system has received a lot of criticism, and often perplexes new players, but, even so, I'll agree that it makes sense to leverage it. Just look at 5e: one list of spells serves 13 classes and over 30 sub-classes, letting them share many of the exact same abilities, and thus saving a lot of design work.A thought in passing:
While spellcasting has gotten easier with each edition in D&D, and spells have gotten more ubiquitous to the point that practically everybody in 5E is a spellcaster, it must be admitted that the magic system is one of D&D's big draws and it makes some sense to leverage it.
Depends on the campaign. It's barely enough magic for a Harry Potter campaign or one inspired by the Myth Adventures dimension of Perv, for instance. Tolkien or 'low fantasy,' or pulp S&S, sure, it's too much. In terms of game balance, better squeeze in all 6-8 encounters between long rests. Wherever you peg magic level in the game, the DM's going to have to adapt it to his campaign, or adapt his campaign to it. It'd take really robust balance to avoid that.You can still have too much of a good thing of course, and 5E may have crossed that line. Maybe 5E makes spellcasting too cheap, easy, and ubiquitous.
You could re-introduce a lot of things like that without rendering casters non-viable. It might lessen their appeal for more casual players, but you just wouldn't do it if you had such players interested in playing casters - heck, you'd probably try to further simplify casting.Some things aren't properly appreciated when you don't pay a price--I could certainly stand to see AD&D rules on spell disruption brought back into play.
Technically you didn't need an implement (I thought someone might bring that up), but without the enhancement bonus you weren't going to do well out of the higher levels if you did. You needed the free hand, though, you couldn't cast tied-up, for instance. No Still Spell meta-magic or anything.Neither of those things are true.
That's a danger of the neo-Vancian system most 5e casters use, yes.I guess I mean, "Whichever spell of a given level is optimal, will be spammed repeatedly."
I see your point, but that actually sounds kinda genre-faithful, to me. Maybe in a movie it'd be a little more dramatic - the offensive spell would get to manifest in a menacing way before being countered.In the case of my party's wizard, he has a tendency to counterspell or dispel any serious magical effect -- which makes the game kind of boring. It means the first few rounds of a mage duel are spent just burning off each other's spell slots with counterspell to no real effect. Then the warriors wade in and finish the poor NPCs off.
One example. That one also reminded me of old-school psionic combat.Just imagine it like the wizard duel in one of the Conan flicks. Two wizards staring at each other with really intense expressions, groaning, until eventually one of them slumps in defeat and his side falls back.
As the DM, I really hate that the party wizard can't run out of counterspell and dispel magic.
I guess I mean, "Whichever spell of a given level is optimal, will be spammed repeatedly."
In the case of my party's wizard, he has a tendency to counterspell or dispel any serious magical effect -- which makes the game kind of boring. It means the first few rounds of a mage duel are spent just burning off each other's spell slots with counterspell to no real effect. Then the warriors wade in and finish the poor NPCs off.
I would love for the wizard to say, "Well I might want to save my one counterspell for later so I'll just let him conjure those animals... at least they will be nicely clumped for this fireball!"
Technically you didn't need an implement (I thought someone might bring that up), but without the enhancement bonus you weren't going to do well out of the higher levels if you did. You needed the free hand, though, you couldn't cast tied-up, for instance. No Still Spell meta-magic or anything.
Sure, if the longsword is his implement (WotST or Eladrin Sword Wizardry - throw in Dual Implement Spellcaster to do so /better/ than with just one). You don't need a free hand and an implement in the other, but a hand free to use the implement. Didn't think that needed to be said.You don't need a free hand though, in the sense of other editions anyway. A wizard can have a longsword in each hand and still cast burning hands.
Even assuming the Fighter has 18 STR, the wizard is doing 28 or 14 to _every foe in the area_. So in one fight the wizard could do more damage than the fighter does all day.Lets take a look at the numbers:
A fireball cast in its normal slot does an average of 28 damage. 14 if the save is made. Yes the spell can affect multiple targets. A 5th level caster can do this 2 times per day.
A fighter with sword & board, an 18 STR, and dueling style attacks twice per round doing an average of 10.5 per attack. Attacking twice per round thats 21 damage per round all day every day. If the fighter chooses to action surge (cast fireball) then that jumps up to 42 damage for the round. The fighter regains his slot after a short rest also, so he/she can do this 3 times on an average day assuming 2 short rests.
The wizard does have the potential to out damage the fighter but not consistently by any means.
But wouldn't that melt the hilts of the swords?

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