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General Tabletop Discussion
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How to "fix" (or at least help) the fighter/wizard dynamic. (+)
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<blockquote data-quote="Monayuris" data-source="post: 8536820" data-attributes="member: 6859536"><p>cantrips like mage hand, light, message really impinge on other classes… making rogues less necessary. Why do you need a rogue to handle traps when you can just safely mage hand everything?</p><p></p><p>You don’t need to scout and report when you just have cellphones. Light makes any kind of resource stress negated.</p><p></p><p>Then if not reducing spells per day, there should be reduced spell recovery per rest. This may be a function of resting being broken in 5E. The problem is that spellcasters get enough castings per day to basically use all their spells all the time. The adventuring day is supposed to put pressure on wizard spell resources but fails to do so because of the ease of spell recovery. This is exacerbated once wands and staves come into the picture and how wizards get additional unlimited </p><p></p><p></p><p>I like the mechanic in DCC. Spells aren’t gummies and there’s always a consequence to casting them. There is also a game called Low Fantasy Gaming that makes the sorcerer wild surge rule default for all spellcasters - which may be a simpler idea .</p><p></p><p></p><p>Ritual spells as is are free with the time. Which means without external pressures can be spammed over and over again. I believe water walk is a ritual with no cost. A wizard can just spam it over and over again to cross lakes and oceans.</p><p></p><p>Saving throws are out right broken in 5E. As you get to higher levels it becomes impossible to succeed at a non proficient save. Characters should get better at saves as they level, not worse.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 8536820, member: 6859536"] cantrips like mage hand, light, message really impinge on other classes… making rogues less necessary. Why do you need a rogue to handle traps when you can just safely mage hand everything? You don’t need to scout and report when you just have cellphones. Light makes any kind of resource stress negated. Then if not reducing spells per day, there should be reduced spell recovery per rest. This may be a function of resting being broken in 5E. The problem is that spellcasters get enough castings per day to basically use all their spells all the time. The adventuring day is supposed to put pressure on wizard spell resources but fails to do so because of the ease of spell recovery. This is exacerbated once wands and staves come into the picture and how wizards get additional unlimited I like the mechanic in DCC. Spells aren’t gummies and there’s always a consequence to casting them. There is also a game called Low Fantasy Gaming that makes the sorcerer wild surge rule default for all spellcasters - which may be a simpler idea . Ritual spells as is are free with the time. Which means without external pressures can be spammed over and over again. I believe water walk is a ritual with no cost. A wizard can just spam it over and over again to cross lakes and oceans. Saving throws are out right broken in 5E. As you get to higher levels it becomes impossible to succeed at a non proficient save. Characters should get better at saves as they level, not worse. [/QUOTE]
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How to "fix" (or at least help) the fighter/wizard dynamic. (+)
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