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*Dungeons & Dragons
Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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<blockquote data-quote="Hussar" data-source="post: 7232283" data-attributes="member: 22779"><p>I see what you're saying, and, by and large I agree. Options are a good thing. But, there is a limit isn't there? I mean, we don't want fighters shout healing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> And, if you look at the other fighty classes, they manage to keep their archetype pretty strongly. Rangers, of whatever flavor, still come out looking a lot like rangers. Nature warriors whose magic focuses on nature stuff. </p><p></p><p>Heck, if it makes sense that Oath of Ancient paladins get misty step, then why don't rangers get it? Or druids? Aren't they just a tied, if not moreso to nature stuff?</p><p></p><p>And, again, for me, the big thing is, Misty Step just stands out. The only other movement spell that paladins get is Tree Stride and that's at 17th level. Not really something that's going to come up all that often in most games. And only Oath of Ancient paladins get that. Oath of Vengeance only get Misty Step. So, you have these spell lists that are pretty strongly themed - lots of making people very dead very quickly stuff, some healing and some information gathering. And then, sticking out like a sore thumb in the early levels is this short range teleport spell that none of the other divine casters get. Clerics and Druids don't get Misty Step at all. </p><p></p><p>So, we have wizards, sorcerers and warlocks ... and paladins with this spell. Umm, one of these things is not like the others.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7232283, member: 22779"] I see what you're saying, and, by and large I agree. Options are a good thing. But, there is a limit isn't there? I mean, we don't want fighters shout healing. :p And, if you look at the other fighty classes, they manage to keep their archetype pretty strongly. Rangers, of whatever flavor, still come out looking a lot like rangers. Nature warriors whose magic focuses on nature stuff. Heck, if it makes sense that Oath of Ancient paladins get misty step, then why don't rangers get it? Or druids? Aren't they just a tied, if not moreso to nature stuff? And, again, for me, the big thing is, Misty Step just stands out. The only other movement spell that paladins get is Tree Stride and that's at 17th level. Not really something that's going to come up all that often in most games. And only Oath of Ancient paladins get that. Oath of Vengeance only get Misty Step. So, you have these spell lists that are pretty strongly themed - lots of making people very dead very quickly stuff, some healing and some information gathering. And then, sticking out like a sore thumb in the early levels is this short range teleport spell that none of the other divine casters get. Clerics and Druids don't get Misty Step at all. So, we have wizards, sorcerers and warlocks ... and paladins with this spell. Umm, one of these things is not like the others. [/QUOTE]
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Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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