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My wishes for 6e: less dark vision and spellcasting classes
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<blockquote data-quote="DND_Reborn" data-source="post: 8574084" data-attributes="member: 6987520"><p>When finished I hope you will check out our 5E MOD. Most races have lost darkvision and it makes the game much more interesting.</p><p></p><p>In our last session, the party was losing to goblins and had to flee. Two members went ahead, but lacked darkvision (one was a gnome) so their speed was half and the goblins harassed them easily. Fortunately for the gnome, his <em>sanctuary</em> spell kept him safe enough, but the human was killed by the goblins. The half-orc (who picked up their light) also managed to escape, joining the gnome (so he could see!).</p><p></p><p>BUT part of this is also nerfing light and other cantrips which allows "always on" light sources. So, produce flame, light, and dancing light as now 1st level spells. Continual flame remains the only "always on" light source, but they don't have it yet.</p><p></p><p></p><p>Yep. This too. In fact, we've removed Sorcerer (folding metamagic into Wizards), made Bards and Warlocks into half-casters, and Paladins and Rangers are being retooled as 1/3-casters akin to Eldritch Knight (they will in fact become subclasses of Fighter in the process).</p><p></p><p>This is a big part of the flipped script I commented on in another thread. Getting it so there is a better balance with fewer strong casters, more like prior editions.</p><p></p><p>As a side note, I prefer less powerful spells in general and making even full-casters take longer to get them, so the spell progressions have all been updated. I will add, however, our XP table is also faster after level 5, so if you had enough XP to be 15th level RAW you would be 20th on our table. This will hopefully encourage players to reach higher levels, as the accepted information that many games die out around level 10--with our table you would be level 13.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8574084, member: 6987520"] When finished I hope you will check out our 5E MOD. Most races have lost darkvision and it makes the game much more interesting. In our last session, the party was losing to goblins and had to flee. Two members went ahead, but lacked darkvision (one was a gnome) so their speed was half and the goblins harassed them easily. Fortunately for the gnome, his [I]sanctuary[/I] spell kept him safe enough, but the human was killed by the goblins. The half-orc (who picked up their light) also managed to escape, joining the gnome (so he could see!). BUT part of this is also nerfing light and other cantrips which allows "always on" light sources. So, produce flame, light, and dancing light as now 1st level spells. Continual flame remains the only "always on" light source, but they don't have it yet. Yep. This too. In fact, we've removed Sorcerer (folding metamagic into Wizards), made Bards and Warlocks into half-casters, and Paladins and Rangers are being retooled as 1/3-casters akin to Eldritch Knight (they will in fact become subclasses of Fighter in the process). This is a big part of the flipped script I commented on in another thread. Getting it so there is a better balance with fewer strong casters, more like prior editions. As a side note, I prefer less powerful spells in general and making even full-casters take longer to get them, so the spell progressions have all been updated. I will add, however, our XP table is also faster after level 5, so if you had enough XP to be 15th level RAW you would be 20th on our table. This will hopefully encourage players to reach higher levels, as the accepted information that many games die out around level 10--with our table you would be level 13. [/QUOTE]
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