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General Tabletop Discussion
*Dungeons & Dragons
Some spells _really_ powerful?
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<blockquote data-quote="doctorhook" data-source="post: 6370160" data-attributes="member: 58401"><p>"Modular" is a word that's been associated with 5E for a while. It might be accurate, but we haven't seen much of it yet (feats? 5Basic?) since it's supposed to reside mainly in the as-yet-unreleased Dungeon Master's Guide.</p><p></p><p>With regards to the narrow playstyle, D&D has always been a fairly specific type of high-fantasy by default. 5E is true to that tradition, but at the same time it also does perhaps the best job of minimizing the power-gap between casters and non-casters; bounded accuracy, paucity of high-level spell slots, and the limit to concentration spells all help keep magic-users from overwhelming non-caster classes completely.</p><p></p><p>As for adventure-hooks running away due to the PCs' slow pace, I believe it's still the responsibility of the DM to keep the adventure moving (in whatever direction the PCs are going). A DM should be willing to remind players of opportunities they ignored, and to provide in-game clues to keep the PCs on track. In the Lost Mine of Phandelver example, the adventure as-written has many alternative ways for the party to learn about their next destination, even if they do let the Redbrand BBEG escape.</p><p></p><p>You are entirely correct about fun: it's the only reason we play this game. The DM should never "block" paths to continue the story, but I think there's a lot of good (and possibly fun) reasons for a DM to encourage plausible behaviour from his players and his NPCs.</p></blockquote><p></p>
[QUOTE="doctorhook, post: 6370160, member: 58401"] "Modular" is a word that's been associated with 5E for a while. It might be accurate, but we haven't seen much of it yet (feats? 5Basic?) since it's supposed to reside mainly in the as-yet-unreleased Dungeon Master's Guide. With regards to the narrow playstyle, D&D has always been a fairly specific type of high-fantasy by default. 5E is true to that tradition, but at the same time it also does perhaps the best job of minimizing the power-gap between casters and non-casters; bounded accuracy, paucity of high-level spell slots, and the limit to concentration spells all help keep magic-users from overwhelming non-caster classes completely. As for adventure-hooks running away due to the PCs' slow pace, I believe it's still the responsibility of the DM to keep the adventure moving (in whatever direction the PCs are going). A DM should be willing to remind players of opportunities they ignored, and to provide in-game clues to keep the PCs on track. In the Lost Mine of Phandelver example, the adventure as-written has many alternative ways for the party to learn about their next destination, even if they do let the Redbrand BBEG escape. You are entirely correct about fun: it's the only reason we play this game. The DM should never "block" paths to continue the story, but I think there's a lot of good (and possibly fun) reasons for a DM to encourage plausible behaviour from his players and his NPCs. [/QUOTE]
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Some spells _really_ powerful?
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