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Hot Take: D&D Has Not Recovered From 2E to 3.0 Transition
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<blockquote data-quote="FallenRX" data-source="post: 8860944" data-attributes="member: 7033472"><p>THis is true, one of the reasons why the Martial Caster gap got so exacerbated since the 3e shift, is because they reworked the magic system to where it can actually be done in a simple action. Where as before it messed with the initiative of the caster, or outright took place at the end of the round, and if they were hit during that round, the spell was dropped.</p><p></p><p>This made Casters not only weaker, even at a higher level in combat because they really actually needed martials to protect them during a round otherwise their spells dropped, and made Martials role actually matter, and also is why higher level casters used summons a lot, when they could actively use summons to protect them while they casted, its why they had minions.</p><p></p><p>3E kept the spellcasting system, BUT completely adjusted it to where you can now cast spells in a action, on your term, this streamlining lead to wizards not needing protection anymore, and on top of that, now are uber versatile at a lot due to having more spell spots. They did this because casters "didnt feel good" having to be protected and such, and just wanted to make a more actiony diablo esque game where mages were just blasters,a nd as effective as martials in combat. This pretty much is ground zero of why this is a big problem now, when before it was only a problem at the highest levels of play, if the wizard had preptime. </p><p></p><p>TlDR: Casters before it took almost a whole round to cast a spell, and would drop if they got hit, they actually needed protection, and since the change in 3E to make it one action, it broke the game, and no one wants to fix it because casters would complain.</p></blockquote><p></p>
[QUOTE="FallenRX, post: 8860944, member: 7033472"] THis is true, one of the reasons why the Martial Caster gap got so exacerbated since the 3e shift, is because they reworked the magic system to where it can actually be done in a simple action. Where as before it messed with the initiative of the caster, or outright took place at the end of the round, and if they were hit during that round, the spell was dropped. This made Casters not only weaker, even at a higher level in combat because they really actually needed martials to protect them during a round otherwise their spells dropped, and made Martials role actually matter, and also is why higher level casters used summons a lot, when they could actively use summons to protect them while they casted, its why they had minions. 3E kept the spellcasting system, BUT completely adjusted it to where you can now cast spells in a action, on your term, this streamlining lead to wizards not needing protection anymore, and on top of that, now are uber versatile at a lot due to having more spell spots. They did this because casters "didnt feel good" having to be protected and such, and just wanted to make a more actiony diablo esque game where mages were just blasters,a nd as effective as martials in combat. This pretty much is ground zero of why this is a big problem now, when before it was only a problem at the highest levels of play, if the wizard had preptime. TlDR: Casters before it took almost a whole round to cast a spell, and would drop if they got hit, they actually needed protection, and since the change in 3E to make it one action, it broke the game, and no one wants to fix it because casters would complain. [/QUOTE]
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Hot Take: D&D Has Not Recovered From 2E to 3.0 Transition
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