D&D (2024) My wishes for 6e: less dark vision and spellcasting classes


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@Snarf Zagyg , it seems your new icon is a cross between Harley Quinn and Azula!

It's important to have heroes.

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despite my desire to see the monk made into a complex half caster I oddly agree with the sentiment of this thread, we have too many fighter caster subclasses it is honestly depressing.
 

It's the easiest approach to building new subclasses. Give them spells. Spells exist, WotC keeps cranking out new ones, and they can thematically do ANYTHING.

Abilities that aren't spells or don't replicate spell effects are hard.
 


When all you have in the design space are spells, every problem looks like a lack of magic.
so what we need is more design space?
It's the easiest approach to building new subclasses. Give them spells. Spells exist, WotC keeps cranking out new ones, and they can thematically do ANYTHING.

Abilities that aren't spells or don't replicate spell effects are hard.
honestly, we are limited by the spells as it eats all other possibilities.
 


The thing about darkvision is I've never got the "Disadvantage on all perception checks so it's not really too good," argument because the number one reason to have it isn't really for seeing and completing puzzles in complete darkness, it's that without it in combat darkness means disadvantage on every attack for a martial (worst for rogue since you can never get sneak attack) and no spells that target a creature you can see.
Like, for adventuring and puzzles and whatnot sure, you've got time, light a torch. For combat against a party without darkvision a goblin with a bucket of water has the spell "Blind All Opponents" (if your using torches, though Light cantrip is so ubiquitous I don't think I've been in a party without it.)
 

Well ok, consider this. When does combat begin? When you realize that there are enemies and either they attack you, or you attack them.

How do you determine surprise? Which group notices the other first. Thus blundering about with only Darkvision means you are more likely to be surprised by enemies using stealth, since your means to detect them is disadvantaged.

You can argue that this goes both ways, but monsters that use stealth are generally good at it (proficiency, good Dexterity, lighter armor).

The average adventuring party will include characters who have disadvantage due to heavy armor, no proficiency, and possibly bad Dexterity. This leads to more scenarios where the players are surprised than not.

Then there are traps, hazards, and pitfalls to take into account. If you don't use a lot of these, the penalty to Perception may not seem like a big deal, but in exploration, especially in dangerous areas, your enemies can and should have things strewn about that cause noise and slow down opponent so that they can be warned in advance of their approach.
 


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