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Telekinesis Is A Bad Spell, For The Game
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8983218" data-attributes="member: 7023840"><p>Conservative? TSR-era players look at the current ruleset and are like, WUT?</p><p></p><p>5e made the following bargain- <u>spellcasting would be ubiquitous, but less powerful</u>. To give you an example of that, let's look at Telekinesis and compare the 1e and 5e versions of the spell. </p><p></p><p>In both 5e and 1e, Telekinesis is a 5th level spell. In both 5e and 1e, you gain that spell at 9th level (Wizards/MUs). But that's where the similarities STOP.</p><p></p><p>In 1e, 9th level is an accomplishment. In 5e, 9th level is just part of the progression (the "sweet spot" or Tier 2). But more importantly, look at the spells-</p><p></p><p>When you first cast the spell as a 9th level MU in 1e, the range is 9" (90' indoors, 90 yards outdoors). Duration is 11 rounds (11 minutes). You can lift 2250 g.p (225 pounds). You can move something 2" the first round (20' indoors, 20 yards outdoors) per round, <em>doubling</em> every round<em>. Which means that by the end of the tenth round, you would be moving an object at 1,024" per round, the maximum velocity. </em>And there is no save. None. Nada. </p><p>And note that as you increase in level, your range increases, the amount you lift increases, and the duration increases, all without having to "uplevel" the spell. </p><p></p><p>In 5e, OTOH, the range is 60' regardless of level. You get to move objects up to 1,000 ft., but only 30 ft. If you try to move a creature or an object worn or carried by a creature, they get to contest it. </p><p></p><p></p><p>The 5e spell is fine. But I don't think I need to explain why the 1e spell, if employed properly, could be absolutely devastating in so many different ways. The difference, of course, is that 1e had a completely different paradigm; in that version of D&D, <u>spellcasting was rare, but spectacular</u>. </p><p></p><p>The problem is that we constantly have the following two debates:</p><p>1. <em>I like martials. I want martials to be cooler. Please give martial MOAR POWERZ.</em></p><p>2. <em>I like wizards. I appreciate that they can go pew pew pew with cantrips and that they have all this utility, but I want them to be SPECTACULAR!!!!!</em></p><p></p><p>Higher-level spells in 5e are fine, even pretty good. But they are toned done, because you can't give spellcasters everything always. IMO.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8983218, member: 7023840"] Conservative? TSR-era players look at the current ruleset and are like, WUT? 5e made the following bargain- [U]spellcasting would be ubiquitous, but less powerful[/U]. To give you an example of that, let's look at Telekinesis and compare the 1e and 5e versions of the spell. In both 5e and 1e, Telekinesis is a 5th level spell. In both 5e and 1e, you gain that spell at 9th level (Wizards/MUs). But that's where the similarities STOP. In 1e, 9th level is an accomplishment. In 5e, 9th level is just part of the progression (the "sweet spot" or Tier 2). But more importantly, look at the spells- When you first cast the spell as a 9th level MU in 1e, the range is 9" (90' indoors, 90 yards outdoors). Duration is 11 rounds (11 minutes). You can lift 2250 g.p (225 pounds). You can move something 2" the first round (20' indoors, 20 yards outdoors) per round, [I]doubling[/I] every round[I]. Which means that by the end of the tenth round, you would be moving an object at 1,024" per round, the maximum velocity. [/I]And there is no save. None. Nada. And note that as you increase in level, your range increases, the amount you lift increases, and the duration increases, all without having to "uplevel" the spell. In 5e, OTOH, the range is 60' regardless of level. You get to move objects up to 1,000 ft., but only 30 ft. If you try to move a creature or an object worn or carried by a creature, they get to contest it. The 5e spell is fine. But I don't think I need to explain why the 1e spell, if employed properly, could be absolutely devastating in so many different ways. The difference, of course, is that 1e had a completely different paradigm; in that version of D&D, [U]spellcasting was rare, but spectacular[/U]. The problem is that we constantly have the following two debates: 1. [I]I like martials. I want martials to be cooler. Please give martial MOAR POWERZ.[/I] 2. [I]I like wizards. I appreciate that they can go pew pew pew with cantrips and that they have all this utility, but I want them to be SPECTACULAR!!!!![/I] Higher-level spells in 5e are fine, even pretty good. But they are toned done, because you can't give spellcasters everything always. IMO. [/QUOTE]
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