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General Tabletop Discussion
*Dungeons & Dragons
Spells cast at higher level spell slots. Worth it?
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<blockquote data-quote="TheCosmicKid" data-source="post: 7038205" data-attributes="member: 6683613"><p>Nah. The big difference is that spell slots are discrete, not liquid. A 9th-level slot can't be used as nine 1st-level slots, but 9,000 magi-joules of energy could presumably be used as nine parcels of 1,000. This is much better modeled by spell points. And since spell points no more complex than spell slots (less, if anything), and they actually exist in the game as a proposed variant rule, I get the distinct impression that we are not supposed to read the slot system to be modeling magic as a form of liquid energy and mages as living batteries. Energy as a concept is something easy and familiar to us. Magic is stranger than that.</p><p></p><p>You just invoked real-life physics to argue that <em>"confining a finite amount of energy into a smaller area should make it more intense"</em>. Does the thermal energy created by <em>burning hands</em> act according to physics, or not? Pick a lane.</p><p></p><p>Not really. Efficiency tradeoffs occur naturally everywhere.</p><p></p><p>Um... yeah. That's the point. Wizard/cleric is weaker in pure power than either pure wizard or pure cleric, and has been in every edition of the game where multiclassing has been a thing. That's the tradeoff for doubling your magical versatility. It makes multiclassing a significant decision, rather than the obviously optimal choice. Why on earth would the designers <em>not</em> do it this way?</p><p></p><p>A bard learning two unchangeable spells through Magical Secrets is a far, far cry from a wizard/cleric being able to learn all wizard spells, automatically having access to all cleric spells, and being able to prepare them on two independent lists. Yes, bards are good. Huzzah, finally, an edition where they're not the butt of jokes! No, bards do not hold a candle to the flexibility of wizard/clerics. They're doing their own thing.</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 7038205, member: 6683613"] Nah. The big difference is that spell slots are discrete, not liquid. A 9th-level slot can't be used as nine 1st-level slots, but 9,000 magi-joules of energy could presumably be used as nine parcels of 1,000. This is much better modeled by spell points. And since spell points no more complex than spell slots (less, if anything), and they actually exist in the game as a proposed variant rule, I get the distinct impression that we are not supposed to read the slot system to be modeling magic as a form of liquid energy and mages as living batteries. Energy as a concept is something easy and familiar to us. Magic is stranger than that. You just invoked real-life physics to argue that [I]"confining a finite amount of energy into a smaller area should make it more intense"[/I]. Does the thermal energy created by [I]burning hands[/I] act according to physics, or not? Pick a lane. Not really. Efficiency tradeoffs occur naturally everywhere. Um... yeah. That's the point. Wizard/cleric is weaker in pure power than either pure wizard or pure cleric, and has been in every edition of the game where multiclassing has been a thing. That's the tradeoff for doubling your magical versatility. It makes multiclassing a significant decision, rather than the obviously optimal choice. Why on earth would the designers [I]not[/I] do it this way? A bard learning two unchangeable spells through Magical Secrets is a far, far cry from a wizard/cleric being able to learn all wizard spells, automatically having access to all cleric spells, and being able to prepare them on two independent lists. Yes, bards are good. Huzzah, finally, an edition where they're not the butt of jokes! No, bards do not hold a candle to the flexibility of wizard/clerics. They're doing their own thing. [/QUOTE]
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