CreamCloud0
Hero
there#s always complaining.Oh man can you imagine complaining?
there#s always complaining.Oh man can you imagine complaining?
Thats why my system locks spells behind proficiency and expertise requirements.i mean, DnD's magic design has kind of created a system where you only really need a small handful of offensive spells to get you through all your combat situations and utility spells are so reliably efficient you don't actually need to dedicate casting mods to them like you do attacking spells, so you can just go all in on buffing your few damage spells and fill the rest of your spell list with utility and get the best of both, so no, i'd be drawing a line and say your either a damage caster or a utility one, pick a lane, because otherwise it just all ends up with casters being overpowered masters of all.
I hope 6e is closer to a Heroic shadowdark than 3rd or 4th edition.
WotC should aim for low friction, not system mastery. 6e should have fast onboarding, fewer rules interactions to memorize, minimal math and bonuses. It should adopt close, near, far from other systems to limit the need for a VTT. And it's math should be simple so as to enable homebrew to be easily balanced, and allow easy modularity.
If players wanted the mechanical depth and balance many in this thread suggest, PF2 would be gaining players at a much faster rate. Instead the fastest growing third party systems are almost all comparatively rules-lite, or heavily narrative focus. They should be looking to Daggerheart and Shadowdark, not prior editions.
My solution for this would be to limit the highest level spells to your specialization. So only the Evoker could get Fireball at level 5, but a non-evoker could still get it at 7. But this requires the schools to actually be balanced.Thats why my system locks spells behind proficiency and expertise requirements.
The 5e Wizard has the big problem that, no matter what subclass you pick, any wizard player will pick the same 90% of spells and only like 10% of unique spells that fit that subclass. The base wizard class is so powerful, that, outside of a bladersinger, all the subclasses don't have enough power budget to make a wizard feel distinct. Abjuration Wizard, Necromancer, Divine- they all will run around with Mage Armor, Magic Missle, Fireball, detect magic, identify ... the spelllist makes the wizard. But because every wizard can pick every wizard spell, always the best 10 spells are picked.
But what if you make proficiency and expertise in a school of magic a necessity for being able to learn higher level spells of that school.
Like, a fireball can only be learned by a wizard who has expertise in evocation. Mage Armor and Shield require proficiency in abjuration.
Now wizards are distinct!
A necromancer will mainly pick necromancy spells, an abjurer abjuration spells and so on. You specialise in one or two schools of magic.
Of course we would need way more spells to bolster the arsenal. We would also turn certain subclass features into spells - which would allow us to get 8 subclasses for the page count of one:
At 1 level, pick two proficiencies for magic schools. At 3rd level pick an expertise for a magic school you are proficient in. Later class features build on top of that.
We lean into the "the spell list is the wizard" thing that is already happening and turning it into a feature instead of a bug.
Nah.
People want D&D fights to be 3-6 rounds.
The problem is that the base is addicted to overpowered magic and taking complex options.
"Given the opportunity, players will optimize the fun out of a game"
Fans want fast turns and 5 round combats. But they also want slow drags or OP BS.
I almost think they should go back to having the Next idea if specialties. But go further.
You only get 3 power feats.
All other "feats" are optional. Go back to only ASI. Extra Origin, Specialization, or Epic Boon are bonuses from the DM, alternative treasure, downtime or stronghold bonuses, or setting assumptions (bonus Origin feat in Dark Sun. Dragon mark feats in Eberron.)
- 1 Origin Feat
- 1 General Specialization feat
- 1 Epic Boon
Classes, subclasses, and species are streamlined and sped up. If you want to have tons of options on your turn, there are High Complexity classes like wizard or druid for those who can handle it.
Let's stop handing the slow player the complex wizard if they want to be a magic person dangnabbit. Let's make a cantrip caster. Let's put the pressure on the slot caster to know their stuff and be fast. Thats how I'd design the game.
Based on your opinion for rounds of combat? 2-4 is typical imho.
This is an areas the designers probably need to pick a direction. Polling said 6-8 encounters last time apparently its closer to 4 rounds per day atm.
You miss that thread?