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General Tabletop Discussion
*Dungeons & Dragons
The Decrease in Desire for Magic in D&D
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<blockquote data-quote="DND_Reborn" data-source="post: 8782726" data-attributes="member: 6987520"><p>As the OPer I'll chime back in for a bit:</p><p></p><p>Remove magic that makes resource management obsolete. (No Tiny Hut, no Goodberry, no Teleport)</p><p></p><p><strong><em>OR</em></strong></p><p></p><p>At the very least nerf them back to their originals so resource management is still a factor of the game:</p><ul> <li data-xf-list-type="ul">No Invulnerable Tiny Hut--just protects you from most climate conditions</li> <li data-xf-list-type="ul">Goodberry is a <em>meal</em>, not the whole day's rations--and you actually have to FIND berries to cast it</li> <li data-xf-list-type="ul">Teleport runs the risk of serious complications (not perfect via Teleportation Circle)</li> </ul><p></p><p>NEXT:</p><p></p><p>Stop spontaneous casting--prepare the spells into the slots again.</p><p>Change casting times so casting in combat becomes risky (including interruptions) and/or spell checks.</p><p></p><p>and so forth...</p><p></p><p>Apparently, at some point, people complained these things made the game "less fun". It was at a point when I wasn't consulted. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>But now we have a lot of people complaining martials (fighters seemingly in particular) can't keep up with casters outside of combat.</p><p></p><p>FINALLY:</p><p></p><p>Remove sorcerer and warlock (delegate them to subclasses of wizard and cleric), and make Bards half-casters again. Stop all of the magical subclasses for martials--enough is enough already.</p><p></p><p>Now...</p><p></p><p>That doesn't address my issues in the OP other than 5E adds too much magic to the game compared to AD&D or B/X levels. So, banning a lot of stuff seems like the easiest solution and returning casters to the constraints they had, making casting harder.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8782726, member: 6987520"] As the OPer I'll chime back in for a bit: Remove magic that makes resource management obsolete. (No Tiny Hut, no Goodberry, no Teleport) [B][I]OR[/I][/B] At the very least nerf them back to their originals so resource management is still a factor of the game: [LIST] [*]No Invulnerable Tiny Hut--just protects you from most climate conditions [*]Goodberry is a [I]meal[/I], not the whole day's rations--and you actually have to FIND berries to cast it [*]Teleport runs the risk of serious complications (not perfect via Teleportation Circle) [/LIST] NEXT: Stop spontaneous casting--prepare the spells into the slots again. Change casting times so casting in combat becomes risky (including interruptions) and/or spell checks. and so forth... Apparently, at some point, people complained these things made the game "less fun". It was at a point when I wasn't consulted. ;) But now we have a lot of people complaining martials (fighters seemingly in particular) can't keep up with casters outside of combat. FINALLY: Remove sorcerer and warlock (delegate them to subclasses of wizard and cleric), and make Bards half-casters again. Stop all of the magical subclasses for martials--enough is enough already. Now... That doesn't address my issues in the OP other than 5E adds too much magic to the game compared to AD&D or B/X levels. So, banning a lot of stuff seems like the easiest solution and returning casters to the constraints they had, making casting harder. [/QUOTE]
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