And here I am wanting 4E encounter powers and dailies for my martials. Anything to avoid auto-attacking!Nope. The martials outclass the pure casters when fully rested. They just out damage them.
And here I am wanting 4E encounter powers and dailies for my martials. Anything to avoid auto-attacking!Nope. The martials outclass the pure casters when fully rested. They just out damage them.
They have the same effect (attempting to put 1 or more creature to sleep) so ... it's still a sleep spell. But to me? The new version is superior, more effective, easier to run. The old version could effectively wipe out a small horde of low level creatures if you rolled well. Meanwhile it was potentially dangerous to your own party - how many HP does that barbarian have and is there any reason for the caster to know? It was a PITA to run often taking a couple of minutes to figure out who was affected. The new one is effective, quick, easy and is useful at all levels of play.
Yeah, hard disagree on everything there, because all the things you seem to have considered bugs in the 2014 version are to me either the selling features or non-issues. I knew how it worked, I never had trouble explaining to people how it worked, and because it worked differently than other spells it was actually tactically interesting. Sometimes it was clutch, other times it was useless. That's what made it interesting.
If everything is going to be so standardized they should just cut out half the spells, because they're just endless boring versions of the same things. 2024 5e seems to be basically all the complexity of 2014 5e just with less actual flavor to be found in that complexity.
My experience matches @Tigris.Nope. The martials outclass the pure casters when fully rested. They just out damage them.
Interesting, I find that this type of adventure design significantly favors casters - as they will much more likely have their high level spells available when needed. And, properly applied, the higher level spells are encounter changing/defining.I tend to have fewer encounters but difficult in my sessions.
My experience matches @Tigris.
A fully rested caster, especially beyond tier 1 play, just has so many more levers to pull when fully rested. And it's not about damage, casters have enough options that damage is often the least optimal.
Also, like @Tigris, I find the gap is narrowed (in favor of martials ) in 5.5 - especially outside of combat.
Interesting, I find that this type of adventure design significantly favors casters - as they will much more likely have their high level spells available when needed. And, properly applied, the higher level spells are encounter changing/defining.
I agree that masteries, while simple can add few things to track.5.24 slows down combat and complicates with lots of little conditions to track. Character sheets get much more busy, and I have two players who like to keep it simple. Neither could remember masteries, we kept doing the "wait this thing should have happened last turn" rigamorale. Someone suggested status rings. I suggested I did not want to go back to 4e and we reverted back to base 5e options. Combat got faster and everyone was happy.
5.5 was not an upgrade, especially compared to some homebrew classes and subclasses we then looked at. If you want new options, I would suggest Ryoko's Guide or other similar caliber offerings. If you get Ryoko's you can play a fire-bender from Avatar! If you play 5.5, you can play, I don't know they somehow made Ranger and it's subclasses feel worse.
I wanted to like 5.5 but ended up not. Stick with actual 5e imo

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.