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*Dungeons & Dragons
Mearls has some Interesting Ideals about how to fix high level wizards.
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<blockquote data-quote="tetrasodium" data-source="post: 9839947" data-attributes="member: 93670"><p>I'll preface this by saying most of my campaigns run up into low to mid teens and I just don't see the kind of 7±3 overload problems Mearls seems concerned about. The only time I ever see it is edge cases like a high level one shot where the group all needs to learn how to function as a group at the same time they are learning their PCs& usually even then it's only when someone decides to play a high level Spellcaster without past experience getting there with other characters</p><p></p><p></p><p>Completely agree, he seems to bring up damage comparisons alone a bit too often for a class like wizard where the spells in his last phb packet were a bit lacking when it came to the low level nondamage ones that make up so much of the wizard.</p><p></p><p> Looking at damage comparisons is not bad, but sometimes there needs to be questions about if that bold bit is functional <em>enough</em> or if it should be powered up at a cost like taking a damage hit so wizard no longer has comparable damage but gains elsewhere in ways that make it unimportant so that it can make that level 11 shift.</p><p></p><p>It's worth noting that he's not using stock 5e for this. The spells are different (but lacking). The class is totally redesigned. A good number of rules are also a little different.</p><p></p><p>A while back he posted that his groups are mainly martials and I think that to some degree he's trying to solve problems that exists when someone unfamiliar with what a class offers drops into trying to play a high level version of it for a one shot or starting level. I just don't see the sort of confusion or long hemming and hawwing he talks about from the players who advance through the levels to high level Spellcasters. Shifting from getting something like base 5e cantrip count+slots and spells 1-10 then needing to choose between not having cantrips or having to prepare one in the place of a leveled spell just feels bizarre. Move cantrips out of the class over to treating the focus as a weapon and they immediately became no more "overwhelming" than if a fighter should want to carry great sword and great axe and longbow and mace etc when doing that could lead to the kind of "which should I use" option overload he's talking about.</p><p></p><p></p><p>With that said though,<strong> I think that having a shift like this at level 11 <em>is</em> a good thing. </strong> I just don't think that this shift is the right one because it's trying to solve too many problems after too many levels and some of the things being solved were obscuring gaps that suddenly become a big problem with this shift.</p><p></p><p>Totally agree. It's such a sudden and drastic shift that the whole group would need to suddenly relearn how to function as a team. Fixing some of the things he wants to fix is reasonable, but ignoring the growing problem until level 11 with a laser rust removal style overhaul all at once just seems cross purposes</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9839947, member: 93670"] I'll preface this by saying most of my campaigns run up into low to mid teens and I just don't see the kind of 7±3 overload problems Mearls seems concerned about. The only time I ever see it is edge cases like a high level one shot where the group all needs to learn how to function as a group at the same time they are learning their PCs& usually even then it's only when someone decides to play a high level Spellcaster without past experience getting there with other characters Completely agree, he seems to bring up damage comparisons alone a bit too often for a class like wizard where the spells in his last phb packet were a bit lacking when it came to the low level nondamage ones that make up so much of the wizard. Looking at damage comparisons is not bad, but sometimes there needs to be questions about if that bold bit is functional [I]enough[/I] or if it should be powered up at a cost like taking a damage hit so wizard no longer has comparable damage but gains elsewhere in ways that make it unimportant so that it can make that level 11 shift. It's worth noting that he's not using stock 5e for this. The spells are different (but lacking). The class is totally redesigned. A good number of rules are also a little different. A while back he posted that his groups are mainly martials and I think that to some degree he's trying to solve problems that exists when someone unfamiliar with what a class offers drops into trying to play a high level version of it for a one shot or starting level. I just don't see the sort of confusion or long hemming and hawwing he talks about from the players who advance through the levels to high level Spellcasters. Shifting from getting something like base 5e cantrip count+slots and spells 1-10 then needing to choose between not having cantrips or having to prepare one in the place of a leveled spell just feels bizarre. Move cantrips out of the class over to treating the focus as a weapon and they immediately became no more "overwhelming" than if a fighter should want to carry great sword and great axe and longbow and mace etc when doing that could lead to the kind of "which should I use" option overload he's talking about. With that said though,[B] I think that having a shift like this at level 11 [I]is[/I] a good thing. [/B] I just don't think that this shift is the right one because it's trying to solve too many problems after too many levels and some of the things being solved were obscuring gaps that suddenly become a big problem with this shift. Totally agree. It's such a sudden and drastic shift that the whole group would need to suddenly relearn how to function as a team. Fixing some of the things he wants to fix is reasonable, but ignoring the growing problem until level 11 with a laser rust removal style overhaul all at once just seems cross purposes [/QUOTE]
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Mearls has some Interesting Ideals about how to fix high level wizards.
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