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Of Wizards and specific 5e questions and musings
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<blockquote data-quote="TreChriron" data-source="post: 6562223" data-attributes="member: 5046"><p>Welcome! Enworld is a great place to talk about RPGs.</p><p></p><p></p><p></p><p>You can change that. For instance, you could say you can maintain an additional concentration spell for every 4 levels you have in a spellcasting class, making it more of a matter of experience. The rules are designed for balance, but balance is not always everyone’s goal. Personally, I don’t mind magic having a little edge up.</p><p></p><p></p><p></p><p>Not sure how you handled it before, but personally I find item creation boring. It gives the wizard an excuse to be anti-social and disappear for a time while I come up with adventures for the rest of the group, who are invariably stuck close by. Then they wander off and it becomes difficult to get them back together. I want magic to be mysterious. Wise wizards who no longer adventure make the magic items. So do gods and spirits. Artifacts from a long ago more magical time. It fits the concept of exploring, discovering and adventuring much more than hanging about creating stuff. Focus on adventuring, retiring to make magical doo-dads is something old people do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p></p><p></p><p>My 4th level party has two artifacts, a ring of feather fall, dust of choking, several potions (hill giant strength, greater healing). One artifact is a dagger that stores up to 3 levels of spells from any class. The other is a scarf that casts invisibility on the wearer 3x a day. Powerful stuff. Hasn’t broken my game. You can play 5e as high or low as you want, you just have to adapt your encounters to make up for the power increase. Which, btw, I have found very easy to do.</p><p></p><p></p><p></p><p>Me too! Search the forums here on hit points. There are several very awesome house-ruled alternatives. Also, the options in the DMG can tune this as well. 5e is easily modified.</p><p></p><p></p><p></p><p>1. I would allow him the AoO in the boat. Why? It’s fun. It plays to his strengths and makes for a cool scene. That’s a “ruling” not a rule. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>2. If someone teleports next to the fighter, he would NOT get an AoO in my opinion. Why? He’s surprised. Unless he has already engaged the opponent, seen them teleport around the battlefield or knows of them teleporting. In that case, I would let him because he’s a skilled warrior who should not be surprised by his opponents upon making the same move they did before. Again, this is a ruling not a rule. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>Welcome back to gaming! D&D 5e is proving to be super fun for me as a GM. I’m loving it. My players are loving it. I am reading about so many new players on forums, and that is really encouraging. This version seems really focused on playing and having fun, which is the goal IMHO.</p></blockquote><p></p>
[QUOTE="TreChriron, post: 6562223, member: 5046"] Welcome! Enworld is a great place to talk about RPGs. You can change that. For instance, you could say you can maintain an additional concentration spell for every 4 levels you have in a spellcasting class, making it more of a matter of experience. The rules are designed for balance, but balance is not always everyone’s goal. Personally, I don’t mind magic having a little edge up. Not sure how you handled it before, but personally I find item creation boring. It gives the wizard an excuse to be anti-social and disappear for a time while I come up with adventures for the rest of the group, who are invariably stuck close by. Then they wander off and it becomes difficult to get them back together. I want magic to be mysterious. Wise wizards who no longer adventure make the magic items. So do gods and spirits. Artifacts from a long ago more magical time. It fits the concept of exploring, discovering and adventuring much more than hanging about creating stuff. Focus on adventuring, retiring to make magical doo-dads is something old people do. :-) My 4th level party has two artifacts, a ring of feather fall, dust of choking, several potions (hill giant strength, greater healing). One artifact is a dagger that stores up to 3 levels of spells from any class. The other is a scarf that casts invisibility on the wearer 3x a day. Powerful stuff. Hasn’t broken my game. You can play 5e as high or low as you want, you just have to adapt your encounters to make up for the power increase. Which, btw, I have found very easy to do. Me too! Search the forums here on hit points. There are several very awesome house-ruled alternatives. Also, the options in the DMG can tune this as well. 5e is easily modified. 1. I would allow him the AoO in the boat. Why? It’s fun. It plays to his strengths and makes for a cool scene. That’s a “ruling” not a rule. :-) 2. If someone teleports next to the fighter, he would NOT get an AoO in my opinion. Why? He’s surprised. Unless he has already engaged the opponent, seen them teleport around the battlefield or knows of them teleporting. In that case, I would let him because he’s a skilled warrior who should not be surprised by his opponents upon making the same move they did before. Again, this is a ruling not a rule. :-) Welcome back to gaming! D&D 5e is proving to be super fun for me as a GM. I’m loving it. My players are loving it. I am reading about so many new players on forums, and that is really encouraging. This version seems really focused on playing and having fun, which is the goal IMHO. [/QUOTE]
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