shadowoflameth
Adventurer
In 5E Mystic Arcanum comes at 11th level. In the playtest, Mystic Arcanum is a feat and you can begin using it as early as 5th.Sooner than what?
In 5E Mystic Arcanum comes at 11th level. In the playtest, Mystic Arcanum is a feat and you can begin using it as early as 5th.Sooner than what?
your understanding of what constitutes a gain is very different from mine. I consider this a downside… Of course this ‘gain’ only works if you hamstring everyone else the same way (as you noted)What it gains is that you can’t just magic your way out of issues by going Nova.
I guess so. I'd rather all magic be more like a Warlock's than a Wizard's. I think it'd be easier to balance all the classes. I'm also a fan of rituals that keep the utility magic from competing with more flashy combat effect, as well as turn the manage of the resources needed for those rituals (components) to be more of a group effort. You can have 1 ritualist, but the whole party can pitch in resource so it becomes something the entire group can feel responsible for and invested in, rather than just 1 Wizard whipping out a spell slots and getting to feel smug.not sure I consider that a gain at all, and of course it only ‘works’ if the same is true for everyone else (as you noted)
You are very much leaning in the opposite direction of me…
And I'm on the "Why not both?" wagon. And my biggest genuine annoyance with this homogeneisation is that we used to have both and they are taking that away.No thanks. I like D&D magic and larger pools of resources that recharge after a long rest. The players choose when they want to alpha, or risk pushing on, or take some non-combat time, where combat/encounters aren't the refresh rate.
I think that "some" Short Rest abilities are fine. Like Arcane Recovery, or the new way they are handling Channel abilities.And I'm on the "Why not both?" wagon. And my biggest genuine annoyance with this homogeneisation is that we used to have both and they are taking that away.
Why the assumption that the wizard is smug here? No reason for that in the question.I guess so. I'd rather all magic be more like a Warlock's than a Wizard's. I think it'd be easier to balance all the classes. I'm also a fan of rituals that keep the utility magic from competing with more flashy combat effect, as well as turn the manage of the resources needed for those rituals (components) to be more of a group effort. You can have 1 ritualist, but the whole party can pitch in resource so it becomes something the entire group can feel responsible for and invested in, rather than just 1 Wizard whipping out a spell slots and getting to feel smug.
There are two separate aspects at play:I think that "some" Short Rest abilities are fine. Like Arcane Recovery, or the new way they are handling Channel abilities.
But I don't think that the entire effectiveness of a class should be based on Short Rests because of the many reasons that have been provided.
Daily recharges will not be going away. Anything else can be designed around that assumption, even "recharge on a Short Rest or when you Roll Initiative" abilities.
In 5e mystic arcanum at level 5 would be completely redundant with pact magic.In 5E Mystic Arcanum comes at 11th level. In the playtest, Mystic Arcanum is a feat and you can begin using it as early as 5th.
They should though. They really really should.Daily recharges will not be going away.
Is it though?They should though. They really really should.
They're really just holding on because an influential corner is still making fetch happen in terms of 'fetch' being a playstyle that's fading out.