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Feat to negate disadvantage in casting spells at close range?
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<blockquote data-quote="AmerginLiath" data-source="post: 6471704" data-attributes="member: 777"><p>But the casting of magic is still limited by the restricted physical caster. Regarding "D&D has always been about finding ways around restrictions," I'm reminded first of all about the first half of my D&D playing where racial restrictions meant that reality limited what lists what one could cast from and how high-level the spells one could reach. And, in the latter part of my 'gaming career,' it's only been a short time where a caster's allowance for unlimited advancement/any class has coupled with not tying spell levels to particular stat values (the raising of which through advancement or items is still an opportunity cost). So no, D&D has always been – even in magic – a game about playing smartly within restrictions (there's a reason that so many of us have love Raistlin Majere as a character for decades, for example).</p><p></p><p>I think the best advice so far remains to have a range of spell options. Since a caster has more spells than he has feats – even the most list-restricted caster – one can pick up combat spells (often, as noted, with additional status riders) that prove tactically more useful in certain circumstances, as well as give things like other elemental damages that may come in handy. Even in the case of classes like Clerics or Bards with fewer damaging cantrips, spending an Initiate feat on picking up cantrips & spells from another list gives additional versatility rather than looking at merely altering circumstances on the one spammable attack they've otherwise used.</p><p></p><p>And limitations set by reality aren't obnoxious, they're necessary challenges. Otherwise, we have the case of two kids playing cowboy shouting "I shot you!," "no you didn't!," at each other all day long at the gaming table...</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 6471704, member: 777"] But the casting of magic is still limited by the restricted physical caster. Regarding "D&D has always been about finding ways around restrictions," I'm reminded first of all about the first half of my D&D playing where racial restrictions meant that reality limited what lists what one could cast from and how high-level the spells one could reach. And, in the latter part of my 'gaming career,' it's only been a short time where a caster's allowance for unlimited advancement/any class has coupled with not tying spell levels to particular stat values (the raising of which through advancement or items is still an opportunity cost). So no, D&D has always been – even in magic – a game about playing smartly within restrictions (there's a reason that so many of us have love Raistlin Majere as a character for decades, for example). I think the best advice so far remains to have a range of spell options. Since a caster has more spells than he has feats – even the most list-restricted caster – one can pick up combat spells (often, as noted, with additional status riders) that prove tactically more useful in certain circumstances, as well as give things like other elemental damages that may come in handy. Even in the case of classes like Clerics or Bards with fewer damaging cantrips, spending an Initiate feat on picking up cantrips & spells from another list gives additional versatility rather than looking at merely altering circumstances on the one spammable attack they've otherwise used. And limitations set by reality aren't obnoxious, they're necessary challenges. Otherwise, we have the case of two kids playing cowboy shouting "I shot you!," "no you didn't!," at each other all day long at the gaming table... [/QUOTE]
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Feat to negate disadvantage in casting spells at close range?
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