Nod. It also makes spells more available/dependable, reducing a (balance) reason for them to be so wildly powerful. Simply ratcheting spells down some more would also be a way of addressing the issue. Casters could theoretically be balanced (and fun) using only cantrips and rituals (cantrips providing magic in action/combat scenes, rituals in non-combat scenes), for instance - if we were more concerned about fun than classic feel.Wasting your round to cast a single spell that doesn't end up going off is a serious fun-killer.
Entirely dependent on what classes the players choose and what enemies the DM places, I'd think.So the idea of introducing casting interruption is to have the foes interrupt the PC casters more than vice-versa, or do you expect the PCs to use it more often?
Clearly you're speaking relative to 3e, which was arguably the peak of "magic dominance," with full-casters occupying the top two Tiers and non-casters rising no higher than Tier 4. And, sure, 5e pulled back from that extreme, some.I'm curious to here how magic is so dominant from many posters. My experience has been limited so far, but I would have thought the smaller number of slots overall (not quite as bad as a low level AD&D magic user iirc) not auto scaling, concentration mechanic, and extreme curtailing of save-or-suck spells (concentration, save every round, etc.).
It is rather thoroughly offset.I know this is offset somewhat by the very flexible neo-vancian casting, at will cantrips and such
Relative to 3e (when it was, again, the very peak of the phenomenon), sure, slightly, but it's still very much a thing., but I would have thought it would have made more of an effect to reign in the LFQW.
Relative to 3e (when it was, again, the very peak of the phenomenon), sure, slightly, but it's still very much a thing.
Oh, 5e has fewer /slots/ of very high level spells at very high level (not that AD&D got played at those levels a lot), while AD&D had fewer than 5e at low level... but that's spontaneous slots in 5e, not AD&D memorized spells.It has been a long time since I played AD&D, but I was under the impression that higher level spell slots are even more of a premium in 5e than in AD&D.
Those are some big exceptions.I also remember that in AD&D, once you got a spell off, it was sure to make a difference (with the exception of spell resistance, high level fighter types great saves, etc.).
Similar at low levels, much less at higher levels - in 1e AD&D. In 2e they got beefed up.Also IIRC, opponent hit points were much less in AD&D
Nothing new there. In 5e, if you do prep a 'trap' spell and it never comes up, you can still use all your slots on other spells.Sometimes I look at the spell list in 5e and I see so many "trap" options
Sometimes I look at the spell list in 5e and I see so many "trap" options (Witch Bolt, Crown of Madness, Mordenkainen’s Sword, Jump, the list goes on), that I wonder if there is just a few "effective" spells everyone sticks to to make a decent caster.
This will be an unpopular opinion in this thread. I'm reading a lot about AD&D sensibilities and how some DMs want to have 5e feel a certain way. That's fine and all, but I think people are overlooking the primary reason why WotC removed the option to interrupt spells in this way: It's not fun for the caster. Wasting your round to cast a single spell that doesn't end up going off is a serious fun-killer.
Something to think about.
Sometimes I look at the spell list in 5e and I see so many "trap" options (Witch Bolt, Crown of Madness, Mordenkainen’s Sword, Jump, the list goes on), that I wonder if there is just a few "effective" spells everyone sticks to to make a decent caster. Charm Person was quite powerful and long lasting back in the day (if you could land it and the target failed their saving throw), Invisibility lasted quite a long time and only ended when you attacked or cast an offensive spell, and save-or-suck spells--well, you saved (once) or it sucked to be you. Of course, it took a long time to "come on line" as a wizard in AD&D (it seemed darn near impossible to survive that long), and spell casting had a lot of draw backs, depending on how your group understood and interpreted the rules (spell scribing costs, % chance to learn a spell, randomly rolled spells, spell interruption, casting times). But a lot of these "gottchas" were kind of arcane and glossed over in many groups, and by golly, when you did get a spell off, it sure did something. Usually.
Thank you for being patient with me.
Yeah, spell points is a HUGE boost to caster ability to nova - very destabilizing. I would recommend against using it.Yeah, we run a yearly convention (this is the 42nd year) and just switched the rules over to 5e. We did a series off playtests with the variants we wanted to best keep the feel including spell points, but we eventually discarded them because people were using a lot more high level spells, which had a commensurate bigger impact for the action economy, plus it lead to more 5 minute adventuring days as the casters used their big guns a few times and then were out. But we were looking for least common denominator issues, doesn't mean that's how it goes down at your table.
So the idea of introducing casting interruption is to have the foes interrupt the PC casters more than vice-versa, or do you expect the PCs to use it more often?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.