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My Experiment with 5e - No Classes with Cantrips
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<blockquote data-quote="Hussar" data-source="post: 7449079" data-attributes="member: 22779"><p>Not really the point though. Sure, magic can be evocative. But, in a S&S game, magic should never be the go-to solution of problems. It should be the absolutely last resort. Certainly not the first option. In vanilla D&D? Go for it. But, in order to get the kind of feel in the game that I wanted, I needed to get rid of a lot of magic out of the system.</p><p></p><p></p><p></p><p>If you're tired of 25 foot chasms, then you aren't trying hard enough. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> But, even without those spells, there are far easier ones. A Mage Hand to send a rope across, or Unseen Servant. Or, one character Jumps across with a rope and then the rest of the party crosses with no challenge. A Fabricate spell to create a bridge. Or any of a dozen other options as well. </p><p></p><p>In other words, when you have a full magic party, most challeges become trivial. Every chasm, every locked door, every interaction with an NPC, and so on. Magic becomes the first and then only solution to every problem.</p><p></p><p></p><p></p><p>But, by the same token, in a full caster party, that conversation about how to cross the Silt Sea becomes, "I cast this and that spell, we ignore the major elements of the setting, what happens when we get there" and becomes that in very short order. </p><p></p><p>Look, it's fine to love the vanilla flavor of D&D. I do too. I just wanted a different experience and this is how I did it. It's actually a lot of fun when you are forced to think about things instead of just knocking off a couple of spell slots. At least it was fun for our group. I'm certainly not going to try to say that this is a better way of playing. Just different. A nice change of pace. But, please, don't think I'm trying to say that this is the way I will always be playing going forward.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7449079, member: 22779"] Not really the point though. Sure, magic can be evocative. But, in a S&S game, magic should never be the go-to solution of problems. It should be the absolutely last resort. Certainly not the first option. In vanilla D&D? Go for it. But, in order to get the kind of feel in the game that I wanted, I needed to get rid of a lot of magic out of the system. If you're tired of 25 foot chasms, then you aren't trying hard enough. :D But, even without those spells, there are far easier ones. A Mage Hand to send a rope across, or Unseen Servant. Or, one character Jumps across with a rope and then the rest of the party crosses with no challenge. A Fabricate spell to create a bridge. Or any of a dozen other options as well. In other words, when you have a full magic party, most challeges become trivial. Every chasm, every locked door, every interaction with an NPC, and so on. Magic becomes the first and then only solution to every problem. But, by the same token, in a full caster party, that conversation about how to cross the Silt Sea becomes, "I cast this and that spell, we ignore the major elements of the setting, what happens when we get there" and becomes that in very short order. Look, it's fine to love the vanilla flavor of D&D. I do too. I just wanted a different experience and this is how I did it. It's actually a lot of fun when you are forced to think about things instead of just knocking off a couple of spell slots. At least it was fun for our group. I'm certainly not going to try to say that this is a better way of playing. Just different. A nice change of pace. But, please, don't think I'm trying to say that this is the way I will always be playing going forward. [/QUOTE]
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