D&D (2024) PHB 2024 Is Hilariously Broken. Most OP of All Time?

Can we bury the flagrant misuse of the word 'superhero'?

Like it's very clear the implication has NOTHING to do with the genre and everything to do with completely and possibly deliberately misunderstanding the power level of a genre whose #1 most recognizable representative has zero fantastic powers aside from having more money than a human ought to.
I disagree. I find that having unlimited wealth and NOT being a raging sociopath is pretty fantastical.
 

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I'm going to add that I also think damage spells are typically a poor option versus control spells. It's the same issue with healing spells being less efficient than damage mitigation.

I can cast one spell that both facilitates damage and prevents damage with something like Sleep or Hold Person / Monster then I think that's a better use of the spell slot than something like Thunderwave, Shatter, or Fireball.

Martial characters do a lot of damage. AoE's only add up damage in numbers.

Yeah they worked out 3.5 levels of magical healing is meh in 5E. The cranked up the hp and damage of monsters in 5E.
 


Yolandes Regal Presence seems to have similar problems as spirit guardians. Except it knocks them probe and pushes them as well. If I understand this right on different PCs turns they can move the caster or push/pull opponents back into it for more damage.
 

Yolandes Regal Presence seems to have similar problems as spirit guardians. Except it knocks them probe and pushes them as well. If I understand this right on different PCs turns they can move the caster or push/pull opponents back into it for more damage.
Basically they broke almost all the zones. Any zone that procs both on the caster's turn and the victim's should be considered broken.
 

Only relative to other damage dealing spells that are even worse.

In the right situation it's about a B+ tier spell. It's really a C or B- spell.

Hit point inflation in 5E. In effect it's around 3d6 damage relative to an older edition.

Remember the really broken and overpowered warmage from 3.5 where the monsters had around half the hit points?
I’d rate fireball as overall A for 5e. 28 damage on a failed save in a large aoe is great in the level 5-10 range (which is the range you really care about)?

Just because you don’t kill enemies beyond around cr1 with it outright doesnt make it bad. HP damage effects are cumulative and as enemies die faster team enemy has fewer and fewer actions.

I guess the question is, what general use Level 3 wizard aoe spell would you rate higher? Maybe hypnotic pattern?
 
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Basically they broke almost all the zones. Any zone that procs both on the caster's turn and the victim's should be considered broken.
A typical party won’t have a ton of push effects and won’t be able to carry/drag grappled enemies far (weight restrictions).

Outside creating a specialized party for zone combinations I don’t see them being a concern in 99% of games.
 

A typical party won’t have a ton of push effects and won’t be able to carry/drag grappled enemies far (weight restrictions).

Outside creating a specialized party for zone combinations I don’t see them being a concern in 99% of games.
Wouldn't the specific rules on movement speed when dragging a grappled creature (reduced by half without a feat, unless creature is at least two sizes smaller) override the general rules about movement speed (reduced to 5') when dragging in excess of your carry weight?
 

I'm going to add that I also think damage spells are typically a poor option versus control spells. It's the same issue with healing spells being less efficient than damage mitigation.

I can cast one spell that both facilitates damage and prevents damage with something like Sleep or Hold Person / Monster then I think that's a better use of the spell slot than something like Thunderwave, Shatter, or Fireball.

Martial characters do a lot of damage. AoE's only add up damage in numbers.
I don't use spells like Sleep or Hold Person in modern era games. It's the whole "roll a save each round" to end it that I don't like. I'd prefer if it had a secondary effect after you successfully save that you then have to save against. (Like your attacks have disadvantage or attacks against you have advantage.)
Without that mechanic or a similar mechanic, there's a good chance that the creature saves on the first round and you get nothing. Or if it saves on the next round, you get very little.
That's why I prefer fireball. To quote Johnny Lawrence: "the best defense is more offense."
 

A typical party won’t have a ton of push effects and won’t be able to carry/drag grappled enemies far (weight restrictions).

Outside creating a specialized party for zone combinations I don’t see them being a concern in 99% of games.
Any party with a L9 (or worse L11) fighter has a significant number of push effects, and a party with a barbarian nearly as many.
 

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