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*Dungeons & Dragons
Is Spell Blasting Doomed to Suck Even More in Next than it did in 3.x?
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<blockquote data-quote="Ahnehnois" data-source="post: 6169356" data-attributes="member: 17106"><p>Sure, if you have enough decent fighters to make it worthwhile, which you usually do. You cast Haste, and then what? You can't cast it again; it likely lasts through the battle and affects everyone. Typically, the order of things is to buff up and then attack. And the AoO part is pretty rare what with Concentration and 5 ft steps; perhaps not as big a part of the game as it should be.</p><p></p><p>All of that's very subjective and up to the DM. I think Fireball can be pretty scary in some cases, more so than lower level alternatives. It's not the main use.</p><p></p><p>Not that often. But if you do catch a known enemy that far away and want to fight them, long range damage at 400 + 40 ft./level is quite effective and doesn't require attack rolls (whereas archers may miss at 500+ ft. with potential cover situations).</p><p></p><p>True. Even 3e Fireballs are damaging enough to be worth taking though. I see it all the time, even though my houserule environment and DMing style are quite unfavorable towards that type of spell. They're hardly irrelevant.</p><p></p><p>They do seem a bit less powerful than they were in 2e, when it could become quite dominating during those medium levels. (I don't know how the 5e one is at the moment; it may be too weak and they do seem to be struggling with the basic math of the system still).</p><p></p><p>To quote another 2e idea, I liked their weapon proficiencies. Merely being proficient in a weapon wasn't that good. You'd get better at hitting as you leveled, but you needed to dump in more proficiency points to be really effective; as they granted damage and extra attacks as well as additional THAC0 improvements. Specialization through grand mastery is way more interesting and more effective than its 3e counterpart, the Weapon Focus/Specialization feats.</p><p></p><p>As to magic, we get some traces of this, but not enough. For instance, I think it would be great if most clerics had really limited healing abilities and you had to spend actual resources (such as choosing the healing domain) to be effective enough at it to matter during combat. I also think that spells should have some type of prerequisites, as feats do, to make it harder (not impossible, but harder) to cherry-pick effective spells. If you have to take some kind of abilities to learn about fire magic before taking Fireball, making that spell more powerful becomes justifiable.</p><p></p><p>There's a lot of variables here, but I don't think that multiple encounters in a day is sustainable for most playstyles. It's appropriate for a harrowing climax on occasion, but if you fight several battles in a game day, your characters level up in a few such days, which is not sustainable even with regular breaks between adventures. And even with quick battles, you'll spend an entire real life day getting through a game day, which is not my definition of a productive session (generally).</p><p></p><p>I think the sweet spot is when you have a thought in the players heads that makes them treat resources as tactical considerations, even if they rarely have to use all those resources.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6169356, member: 17106"] Sure, if you have enough decent fighters to make it worthwhile, which you usually do. You cast Haste, and then what? You can't cast it again; it likely lasts through the battle and affects everyone. Typically, the order of things is to buff up and then attack. And the AoO part is pretty rare what with Concentration and 5 ft steps; perhaps not as big a part of the game as it should be. All of that's very subjective and up to the DM. I think Fireball can be pretty scary in some cases, more so than lower level alternatives. It's not the main use. Not that often. But if you do catch a known enemy that far away and want to fight them, long range damage at 400 + 40 ft./level is quite effective and doesn't require attack rolls (whereas archers may miss at 500+ ft. with potential cover situations). True. Even 3e Fireballs are damaging enough to be worth taking though. I see it all the time, even though my houserule environment and DMing style are quite unfavorable towards that type of spell. They're hardly irrelevant. They do seem a bit less powerful than they were in 2e, when it could become quite dominating during those medium levels. (I don't know how the 5e one is at the moment; it may be too weak and they do seem to be struggling with the basic math of the system still). To quote another 2e idea, I liked their weapon proficiencies. Merely being proficient in a weapon wasn't that good. You'd get better at hitting as you leveled, but you needed to dump in more proficiency points to be really effective; as they granted damage and extra attacks as well as additional THAC0 improvements. Specialization through grand mastery is way more interesting and more effective than its 3e counterpart, the Weapon Focus/Specialization feats. As to magic, we get some traces of this, but not enough. For instance, I think it would be great if most clerics had really limited healing abilities and you had to spend actual resources (such as choosing the healing domain) to be effective enough at it to matter during combat. I also think that spells should have some type of prerequisites, as feats do, to make it harder (not impossible, but harder) to cherry-pick effective spells. If you have to take some kind of abilities to learn about fire magic before taking Fireball, making that spell more powerful becomes justifiable. There's a lot of variables here, but I don't think that multiple encounters in a day is sustainable for most playstyles. It's appropriate for a harrowing climax on occasion, but if you fight several battles in a game day, your characters level up in a few such days, which is not sustainable even with regular breaks between adventures. And even with quick battles, you'll spend an entire real life day getting through a game day, which is not my definition of a productive session (generally). I think the sweet spot is when you have a thought in the players heads that makes them treat resources as tactical considerations, even if they rarely have to use all those resources. [/QUOTE]
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Is Spell Blasting Doomed to Suck Even More in Next than it did in 3.x?
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