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General Tabletop Discussion
*Dungeons & Dragons
One thing I hate about the Sorcerer
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<blockquote data-quote="Chaosmancer" data-source="post: 9323729" data-attributes="member: 6801228"><p>Using this as a jumping off point. </p><p></p><p>One of the single most powerful exploration spells I have ever seen in play is Mage Hand. It is so insanely versatile that many times I actively choose not to use it optimally. Nothing it really out of reach, trapped chests or really any traps are nullified. And the thing is, the more creative you get with it, the more powerful it is. </p><p></p><p>But it isn't anything that seems gamebreaking. To take magic to a point where you can't overshadow a character just by having mage hand, you would need to cut it back so drastically... it wouldn't be modern DnD anymore. There are such simple things, and eventually you would end up with magic solely being regulated to combat direct damage spells.... which isn't what magic DOES. Like sure, we see that sort of magic, but the vast majority of magic in culture is not 2d10 fire damage. </p><p></p><p>So, I kind of immediately reject the notion that we can solve the martial/caster divide by stripping the Wizard back to the era when the phrase "linear Fighter - Quadratic Wizard" was coined. Because it was still a truism then, and we'd have to strip the wizard even further down, giving them even less magic. Instead, I am far more interested in giving the martials more interesting abilities. Some like the paladin and ranger do this with magic, but the rogue from One DnD is largely sitting pretty as well. They have a fascinating new combat system and really all they need is a way to utilize their skills to break what skills are currently capable of. To answer the question of what do spellcasters give up in exchange for their ability to automatically solve problems.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9323729, member: 6801228"] Using this as a jumping off point. One of the single most powerful exploration spells I have ever seen in play is Mage Hand. It is so insanely versatile that many times I actively choose not to use it optimally. Nothing it really out of reach, trapped chests or really any traps are nullified. And the thing is, the more creative you get with it, the more powerful it is. But it isn't anything that seems gamebreaking. To take magic to a point where you can't overshadow a character just by having mage hand, you would need to cut it back so drastically... it wouldn't be modern DnD anymore. There are such simple things, and eventually you would end up with magic solely being regulated to combat direct damage spells.... which isn't what magic DOES. Like sure, we see that sort of magic, but the vast majority of magic in culture is not 2d10 fire damage. So, I kind of immediately reject the notion that we can solve the martial/caster divide by stripping the Wizard back to the era when the phrase "linear Fighter - Quadratic Wizard" was coined. Because it was still a truism then, and we'd have to strip the wizard even further down, giving them even less magic. Instead, I am far more interested in giving the martials more interesting abilities. Some like the paladin and ranger do this with magic, but the rogue from One DnD is largely sitting pretty as well. They have a fascinating new combat system and really all they need is a way to utilize their skills to break what skills are currently capable of. To answer the question of what do spellcasters give up in exchange for their ability to automatically solve problems. [/QUOTE]
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One thing I hate about the Sorcerer
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