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D&D Beyond Releases 2023 Character Creation Data
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<blockquote data-quote="Hussar" data-source="post: 9250889" data-attributes="member: 22779"><p>Thing is, this goes a long way to explain where people are coming from thought.</p><p></p><p>When I talk about not successfully doing this or that in 5e D&D, I get repeatedly told that I'm just playing the game wrong. That if I only was a better DM, I wouldn't have these problems. Thing is, if your groups (and I mean this as a generic "your", not you personally [USER=23]@Ancalagon[/USER] ) are predominantly non and half casters with only one or two full casters in a group, then sure, you won't have the issues that I have. Of course not.</p><p></p><p>For example, I talk about how I don't like how casters can radically alter and control the game. They simply have so many spells that let you bypass challenges and automatically succeeding. And I get told, "Oh, that never happens because the group might not have this or that spell or power or whatever". But, here's the thing. When you have five full casters in a group, they ALWAYS have that spell. Someone will always have that spell/power/whatever. Simply because by fairly early levels (say 5th onwards), you're looking at a group with dozens, literally dozens, of spell options. And options that can be easily switched around given a long rest. Plus all those lovely infinite use options like cantrips and rituals.</p><p></p><p>Now, advance the group into double digit levels and see what happens. Tomb of Horrors? Poof, one Forbiddence spell and every undead in the dungeon instantly dies. Nothing can teleport and escape. They just die. Yay, that was fun. And the resources are never ending. In my current game, the artificer/Abjurer cranks out a 26 AC whenever he likes. Given that the party is only 8th level, virtually nothing can hit him. ANd that ignores things like Wall of Force shenanigans and the like.</p><p></p><p>But, sure, if you only have one wizard and one cleric in a group and you end your campaigns around 8th level, of course you never have any issues.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9250889, member: 22779"] Thing is, this goes a long way to explain where people are coming from thought. When I talk about not successfully doing this or that in 5e D&D, I get repeatedly told that I'm just playing the game wrong. That if I only was a better DM, I wouldn't have these problems. Thing is, if your groups (and I mean this as a generic "your", not you personally [USER=23]@Ancalagon[/USER] ) are predominantly non and half casters with only one or two full casters in a group, then sure, you won't have the issues that I have. Of course not. For example, I talk about how I don't like how casters can radically alter and control the game. They simply have so many spells that let you bypass challenges and automatically succeeding. And I get told, "Oh, that never happens because the group might not have this or that spell or power or whatever". But, here's the thing. When you have five full casters in a group, they ALWAYS have that spell. Someone will always have that spell/power/whatever. Simply because by fairly early levels (say 5th onwards), you're looking at a group with dozens, literally dozens, of spell options. And options that can be easily switched around given a long rest. Plus all those lovely infinite use options like cantrips and rituals. Now, advance the group into double digit levels and see what happens. Tomb of Horrors? Poof, one Forbiddence spell and every undead in the dungeon instantly dies. Nothing can teleport and escape. They just die. Yay, that was fun. And the resources are never ending. In my current game, the artificer/Abjurer cranks out a 26 AC whenever he likes. Given that the party is only 8th level, virtually nothing can hit him. ANd that ignores things like Wall of Force shenanigans and the like. But, sure, if you only have one wizard and one cleric in a group and you end your campaigns around 8th level, of course you never have any issues. [/QUOTE]
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