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D&D Older Editions
Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="pemerton" data-source="post: 6880914" data-attributes="member: 42582"><p>Agreed. I just can't see any balance issues with a Tome Warlock build whose background talks about innate powers and arcane lineage, and hence whose book can't be stolen (thereby triggering a 1 hour refresh process).</p><p></p><p>I would have thought that adding a few spells to the sorcerer list is also a non-issue. Given the D&D tradition of ever-growing spell lists (from supplements, Dragon magazine, etc) it would seem to barely count as tinkering!</p><p></p><p> [MENTION=48965]Imaro[/MENTION] seems to think that it might do some sort of damage to 5e play to let sorcerers have access to the effects that you are talking about, but I'm still not seeing it. If players of enchanter wizards have to cope with sorcerers spending sorcery points to get 2 hour Charm Person spells, I'm sure wizard players can cope with a sorcerer casting a 2 hour Rope Trick!</p></blockquote><p></p>
[QUOTE="pemerton, post: 6880914, member: 42582"] Agreed. I just can't see any balance issues with a Tome Warlock build whose background talks about innate powers and arcane lineage, and hence whose book can't be stolen (thereby triggering a 1 hour refresh process). I would have thought that adding a few spells to the sorcerer list is also a non-issue. Given the D&D tradition of ever-growing spell lists (from supplements, Dragon magazine, etc) it would seem to barely count as tinkering! [MENTION=48965]Imaro[/MENTION] seems to think that it might do some sort of damage to 5e play to let sorcerers have access to the effects that you are talking about, but I'm still not seeing it. If players of enchanter wizards have to cope with sorcerers spending sorcery points to get 2 hour Charm Person spells, I'm sure wizard players can cope with a sorcerer casting a 2 hour Rope Trick! [/QUOTE]
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Thoughts of a 3E/4E powergamer on starting to play 5E
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