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How D&D Beyond Will Handle Access To 2014 Rules
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<blockquote data-quote="Mistwell" data-source="post: 9444021" data-attributes="member: 2525"><p>Yes, I would argue the spells are "better." Better doesn't mean "more powerful." The Simulacrum spell now saying the simulacrum you create cannot also cast the spell Simulacrum and cannot gain the benefit of resting is a "better" version of the Simulacrum spell because it clarifies something in question (can it rest?) and closes an unintended loophole (endless simulacrums). </p><p></p><p></p><p></p><p></p><p>Doubtful. DMs were often outright banning the spells that got nerfed, or asking their players to not choose it, or house ruling them. It's not like they did much to common "favorite" spells (fireball is fireball). They fixed things people were generally unhappy about. Either because they were useless as written (True Strike) or so overpowered as written that no DM wanted to deal with it baring a house rule (Simulacrum) or the rule was so weird few even realized they were not using it as written (Magic Missile, which was supposed to be rolling one die and multiplying the result by the number of missiles, but everyone was rolling each missile so they just finally changed it to reflect that). </p><p></p><p></p><p></p><p>For us, this is usually a joint decision between the players and DM. A decision it's hard to make when you cannot see the new version without paying for it. We were going to get the new version for free, and still have access to the old version in the digital book and with the homebrew tab. I am guessing a huge number of the spell fixes WOTC applied are going to be preferred by groups, particularly since most of them are clarifications over issues which caused debates at tables. </p><p></p><p></p><p>So far I've been much more upset about spells which were not changed but should have been changed. Why does Find Traps still not find traps but instead just detects they are around somewhere the same as it did in 2014?</p></blockquote><p></p>
[QUOTE="Mistwell, post: 9444021, member: 2525"] Yes, I would argue the spells are "better." Better doesn't mean "more powerful." The Simulacrum spell now saying the simulacrum you create cannot also cast the spell Simulacrum and cannot gain the benefit of resting is a "better" version of the Simulacrum spell because it clarifies something in question (can it rest?) and closes an unintended loophole (endless simulacrums). Doubtful. DMs were often outright banning the spells that got nerfed, or asking their players to not choose it, or house ruling them. It's not like they did much to common "favorite" spells (fireball is fireball). They fixed things people were generally unhappy about. Either because they were useless as written (True Strike) or so overpowered as written that no DM wanted to deal with it baring a house rule (Simulacrum) or the rule was so weird few even realized they were not using it as written (Magic Missile, which was supposed to be rolling one die and multiplying the result by the number of missiles, but everyone was rolling each missile so they just finally changed it to reflect that). For us, this is usually a joint decision between the players and DM. A decision it's hard to make when you cannot see the new version without paying for it. We were going to get the new version for free, and still have access to the old version in the digital book and with the homebrew tab. I am guessing a huge number of the spell fixes WOTC applied are going to be preferred by groups, particularly since most of them are clarifications over issues which caused debates at tables. So far I've been much more upset about spells which were not changed but should have been changed. Why does Find Traps still not find traps but instead just detects they are around somewhere the same as it did in 2014? [/QUOTE]
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