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Have the designers lost interest in short rests?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8125745" data-attributes="member: 82106"><p>I played from OD&D on, so yeah, I know Vancian <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> 5e's casting is a lot more versatile. You can bend spells to different slots, you can always use all your slots no matter which spells you have 'memorized', plus you have rituals, which obviates even memorizing stuff like Detect Magic (you might do so anyway, depending on your needs, but not doing so doesn't make it unusable).</p><p></p><p>But the real thing is, plot power isn't about what you can whip out at the spur of the moment when trundling through the dungeon. It is more about how when you're all sitting back in the tavern figuring out how to beat the dragon, the key is ALMOST always some spell trick or other, and often there will be 2-3 real enabler spells. Of course those are going to be memorized, or employed before engagement, or committed to a scroll! Back in 1e days "Questioner of All Things" would do exactly that, just memorize line of battle spells, and put everything else on scrolls. Always had that wacky oddball spell. Items also helped a lot there, as they pretty much became the go-to for basic combat 'casting'. 5e DOES tone it down a bit, but not that much. The wizard is still boss man if he wants to play smart.</p><p></p><p>Well, I wouldn't strictly limit the plot power to just wizard. It is a trait of full casters in general. Though wizards are the typical examplar of it. Clerics and Druids have a share in this act as well! I'm less familiar with the Warlock and Sorcerer in play, they seem like their spell selections are a bit more 'tactical', but I'm sure it also applies there to an extent. </p><p></p><p>I did NOT find, in the game I played a Transmuter Dwarf, that I was just keeping up with the fighters! Not at all! I'd say I was feeling fully their equal in combat, and outside combat I was pretty boss. I do tend to have a mind for exploiting my wizards, but I also think they benefit a LOT from magic items. Anything that will let you free up slots for those edge cases and non-combat situations is gold.</p><p></p><p>Eh, starting with the leather option is a perfectly valid choice. That is exactly what my fighter did! I just built a primarily DEX based fighter. Heck, he's a melee type to boot, but even so chain wouldn't have increased his AC any to start with, and he can get good effect with the bow, and uses it on a regular basis. I have no plan to stop using light armor, it works fine. My AC isn't the highest in the group, but it is only a tad behind the paladin, and I can dish out a real lot of damage in almost any situation, whereas she's really only good in melee and REALLY only top tier against undead (we have met a lot of those, so she's pretty happy).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8125745, member: 82106"] I played from OD&D on, so yeah, I know Vancian ;) 5e's casting is a lot more versatile. You can bend spells to different slots, you can always use all your slots no matter which spells you have 'memorized', plus you have rituals, which obviates even memorizing stuff like Detect Magic (you might do so anyway, depending on your needs, but not doing so doesn't make it unusable). But the real thing is, plot power isn't about what you can whip out at the spur of the moment when trundling through the dungeon. It is more about how when you're all sitting back in the tavern figuring out how to beat the dragon, the key is ALMOST always some spell trick or other, and often there will be 2-3 real enabler spells. Of course those are going to be memorized, or employed before engagement, or committed to a scroll! Back in 1e days "Questioner of All Things" would do exactly that, just memorize line of battle spells, and put everything else on scrolls. Always had that wacky oddball spell. Items also helped a lot there, as they pretty much became the go-to for basic combat 'casting'. 5e DOES tone it down a bit, but not that much. The wizard is still boss man if he wants to play smart. Well, I wouldn't strictly limit the plot power to just wizard. It is a trait of full casters in general. Though wizards are the typical examplar of it. Clerics and Druids have a share in this act as well! I'm less familiar with the Warlock and Sorcerer in play, they seem like their spell selections are a bit more 'tactical', but I'm sure it also applies there to an extent. I did NOT find, in the game I played a Transmuter Dwarf, that I was just keeping up with the fighters! Not at all! I'd say I was feeling fully their equal in combat, and outside combat I was pretty boss. I do tend to have a mind for exploiting my wizards, but I also think they benefit a LOT from magic items. Anything that will let you free up slots for those edge cases and non-combat situations is gold. Eh, starting with the leather option is a perfectly valid choice. That is exactly what my fighter did! I just built a primarily DEX based fighter. Heck, he's a melee type to boot, but even so chain wouldn't have increased his AC any to start with, and he can get good effect with the bow, and uses it on a regular basis. I have no plan to stop using light armor, it works fine. My AC isn't the highest in the group, but it is only a tad behind the paladin, and I can dish out a real lot of damage in almost any situation, whereas she's really only good in melee and REALLY only top tier against undead (we have met a lot of those, so she's pretty happy). [/QUOTE]
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Have the designers lost interest in short rests?
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