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General Tabletop Discussion
*Dungeons & Dragons
Most frustrating quirk of 5E?
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<blockquote data-quote="Mepher" data-source="post: 7542085" data-attributes="member: 61277"><p>I feel the same way about unlimited at-will cantrips. I suppose I would have little problem with wizards throwing firebolts if they didn't hit as well as the fighter and do as much damage as them swinging their swords. Add to it the scaling damage and I find most casters whipping around cantrips instead of spells most of the time. It just feels so much like a video game. There is no more "bursts of power" from the casters. It's a the same across the board though since every fighter is throwing superiority dice, rogues are sneak attacking every round, rangers are hunter's mark/colossus slaying everything, and warlocks are hex/eldritch blasting everything. Special turns boring when it becomes the norm.</p><p></p><p>My biggest complaint about cantrips is Light. Combine that with the replacement of Infravision with Darkvision, and most darkness just became trivial. When the adventuring party delved into a dungeon in 2E the human fighter up front might have had a torch burning so they can see. Of course the heat from the torch prevented the Dwarf in the back from seeing with his Infravision because the heat from the torch would prevent it. On the flip side when that torch went out the Dwarf could see those heat signatures in front of him. Of course when those zombies were shuffling towards them the infravision wouldn't pickup their lack of heat. It created a whole dynamic to night and dungeons that is missing when half the party can cast light at the snap of their fingers. Don't forget when combat begins that Fighter must decide what to do with that torch. These are the little change that were made that imo have large impact in the game.</p><p></p><p>Of course it seems from reading lot of 5E forums or groups that to the new player, this type of play somehow "restricts" their fun.</p></blockquote><p></p>
[QUOTE="Mepher, post: 7542085, member: 61277"] I feel the same way about unlimited at-will cantrips. I suppose I would have little problem with wizards throwing firebolts if they didn't hit as well as the fighter and do as much damage as them swinging their swords. Add to it the scaling damage and I find most casters whipping around cantrips instead of spells most of the time. It just feels so much like a video game. There is no more "bursts of power" from the casters. It's a the same across the board though since every fighter is throwing superiority dice, rogues are sneak attacking every round, rangers are hunter's mark/colossus slaying everything, and warlocks are hex/eldritch blasting everything. Special turns boring when it becomes the norm. My biggest complaint about cantrips is Light. Combine that with the replacement of Infravision with Darkvision, and most darkness just became trivial. When the adventuring party delved into a dungeon in 2E the human fighter up front might have had a torch burning so they can see. Of course the heat from the torch prevented the Dwarf in the back from seeing with his Infravision because the heat from the torch would prevent it. On the flip side when that torch went out the Dwarf could see those heat signatures in front of him. Of course when those zombies were shuffling towards them the infravision wouldn't pickup their lack of heat. It created a whole dynamic to night and dungeons that is missing when half the party can cast light at the snap of their fingers. Don't forget when combat begins that Fighter must decide what to do with that torch. These are the little change that were made that imo have large impact in the game. Of course it seems from reading lot of 5E forums or groups that to the new player, this type of play somehow "restricts" their fun. [/QUOTE]
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