Undrave
Legend
AUGH so tired of that line! EVERY class can be creative! It's not an excuse! It's just victim blaming and basically comes off as "you're not a good enough player".If it isn’t maybe think a bit more creatively.
AUGH so tired of that line! EVERY class can be creative! It's not an excuse! It's just victim blaming and basically comes off as "you're not a good enough player".If it isn’t maybe think a bit more creatively.
And what's more, many (too many) DMs (In my experience) are much more permissive for "thinking creatively" with magic than with skills or maneuvers or combat stunts.AUGH so tired of that line! EVERY class can be creative! It's not an excuse! It's just victim blaming and basically comes off as "you're not a good enough player".
The number of must take spells needed to be effective goes up as a caster levels & frankly a ton of them are low level spells a caster starts off in the hole on how many they can have prepped right out of the gate Your post inadvertently some of the problem while trying to dismiss itBut that's the number of slots, not the number of spell known.
Let's talk about a level 7 wizard. Let's asume that he has found some spells but not a ton (so, 1 per level). Level 7 is definitely "mid level" but it's where spellcasters start being pretty powerful so it's good point to look at. Let's also say he has 18 intelligence.
This wizard's spellbook will have 4 cantrips + 6 starting spells + 12 "level up" spells + 7 "found" spells, for a grand total of 29 spells. Each spell is a tool to fix a "problem" - some challenge or obstacle you can face in your adventures. Sure, the wizard can only prepare 11 of these... but 15 with cantrips. And they have ritual magic. Let's just assume they know 1 ritual per level, and this wizard now has NINETEEN TOOLS in his pockets to fix problems.
Let us make a spell list
Cantrips:
Ray of frost
Light
Minor illusion
Mage hand.
... maybe I should stop here? This loadout is already equal to some of Troika's! magic users! This PC can attack and slow down enemies, make light, make illusions, and pick up things at a distance. If you knew someone in real life with those powers, you would call them AN AWESOME WIZARD.
... but no, let us continue
Level 1
shield
Fog Cloud
disguise self
Ritual: detect magic
Level 2
invisibility
Suggestion
Misty step
Ritual
Level 3
fireball
dispel magic
Fly
Ritual Leomund's Tiny Hut
Ritual Water Breathing. (I decided to put 2 at level 3)
Level 4
wall of fire
Evard's Black Tentacle
Look at the number of things this guy can do! All the problems he can solve! He can fly, deal with magic, protect the camp at night, deal with water adventures, control areas and do damage, mess with the mind of people, pretend to be someone else, teleport short distances, protect himself with a magical shield. this isn't a "fire mage", this is a "do almost anything" mage. And there are still a few more spells in his books that are more "niche" but very useful to have on certain daies.
This isn't some kind of theoretical mage, this could be a real PC with a real spell list.
That only discusses changes to the frequency of rests, not the ratio of SRs to LRs.There is a section on changing how short as long rests work if you want to use them.
The books can only hold your hand so much. The DM needs to make the game their own. Fortunately that's fairly easy to do with 5E.The system doesn't come ought and plainly say that deviating from the suggested rest schedule changes class balance - it should, and offer some alternative rest schedules or resource recovery schemes to maintain that balance for different games. Gritty Realism, for example, doesn't do much if there still happens to be 1-2 encounters per Long rest.
This is a core mechanic in this edition and many, many players still don’t grok it.The books can only hold your hand so much. The DM needs to make the game their own. Fortunately that's fairly easy to do with 5E.
Yeah, if only they had a chapter on running the game in the DMG.This is a core mechanic in this edition and many, many players still don’t grok it.
A paragraph describing what it would do (not unlike the sentences warning about what spell points do to warlocks) is all that would be required.
You mean Chapter 8 of the DMG, where they don't discuss long vs short rests at all?Yeah, if only they had a chapter on running the game in the DMG.
I believe he is referring to Chapter 3 of the DMG under the subheader "Short Rests". Its a quick sentence or so about how many short rests a party will generally need over the course of a full adventure day. Of course, the subsection about what entails a full adventure day is immediately above that.You mean Chapter 8 of the DMG, where they don't discuss long vs short rests at all?
Or the rest variants section in Chapter 9, where they do not discuss the ratio of long to short rests, or the impact changing that may have on game balance?
If you're going to be snarky, check the text first.
Where in that section does it discuss the impacts of deviating from the standard ratio of short to long rests?I believe he is referring to Chapter 3 of the DMG under the subheader "Short Rests". Its a quick sentence or so about how many short rests a party will generally need over the course of a full adventure day. Of course, the subsection about what entails a full adventure day is immediately above that.

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