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Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="MoonSong" data-source="post: 6881507" data-attributes="member: 6689464"><p>Assume this is my spell list (at third level)</p><p>Alarm</p><p>Find Familiar</p><p>Floating Disk</p><p>Rope trick</p><p></p><p>And I can Extend and Subtle spell (maximum 3 times per day unless I start losing slots)</p><p></p><p>The wizard can have the following spells prepared (6)</p><p>Burning Hands</p><p>Sleep</p><p>Shield </p><p>Mage Armor</p><p>Rope trick</p><p>Invisibility</p><p></p><p>(But Alarm, Floating disk & Find Familiar are rituals so he can do these too)</p><p></p><p>The wizard can still do the same as I and more. Why so worry about not being able to shine by rope tricking when he can do more things with that slot? (While I can't do anyhting else with the same slot?)</p><p></p><p></p><p>Sorry, I thought it was a ritual.</p><p></p><p></p><p></p><p>Basically is that, unless I'm on a particular mood I refuse to learn and cast outright combat spells, they aren't really needed for utility and I find blasting the most boring kind of magic. You would have to force me to take those spells. </p><p></p><p>Now on the list of spells I actually miss (Only go to certain level, remember I can only have a few each time, because my problem isn't an specific build for a single character, but to be able to have the kind of characters I enjoy to play. I know there are named spells in there, but WotC broke that rule themselves in EE, and I want the effects for my characters, they tend to be some of the most fun, world changing and overall non-destructive spells)</p><p></p><p>Alarm </p><p>Find Familiar</p><p>Identify</p><p>Illusory Script </p><p>Protection from Evil and Good </p><p>Tasha's Hideous Laughter </p><p>Tenser's Floating Disk </p><p>Unseen Servant</p><p></p><p>Arcane Lock</p><p>Locate Object </p><p>Magic Mouth </p><p>Nystul's Magic Aura </p><p>Rope Trick </p><p></p><p>Bestow Curse </p><p>Glyph of Warding </p><p>Leomund's Tiny Hut</p><p>Nondetection </p><p>Phantom Steed </p><p>Remove Curse </p><p>Sending </p><p></p><p>Arcane Eye </p><p>Conjure Minor Elementals </p><p>Control Water </p><p>Fabricate </p><p>Hallucinatory Terrain</p><p>Locate Creature </p><p>Mordenkainen's Private Sanctum</p><p>Stone Shape </p><p></p><p>Conjure Elemental </p><p>Contact Other Plane </p><p>Dream </p><p>Geas </p><p>Modify Memory </p><p>Passwall </p><p>Rary's Telepathic Bond </p><p>Scrying </p><p></p><p></p><p></p><p></p><p></p><p>It isn't that overpowered, the other bloodlines are just that bad, Dragon is for resilient blasters (and basically fire blasters, and when everybody thought it was amazing and even OP they were playing it wrong, the errata basically nerfed it), Wild magic is very DM reliant and only if you enjoy the randomness, Storm is flavorful but still limited to one kind of PC, Favored soul supports a variety of concepts, from healers, naturey casters, gishes, blasters, thieves, and even scholarly types. (I don't comment on shadow, I stopped reading by the time I got to "you never blink", and "you look like a corpse")</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6881507, member: 6689464"] Assume this is my spell list (at third level) Alarm Find Familiar Floating Disk Rope trick And I can Extend and Subtle spell (maximum 3 times per day unless I start losing slots) The wizard can have the following spells prepared (6) Burning Hands Sleep Shield Mage Armor Rope trick Invisibility (But Alarm, Floating disk & Find Familiar are rituals so he can do these too) The wizard can still do the same as I and more. Why so worry about not being able to shine by rope tricking when he can do more things with that slot? (While I can't do anyhting else with the same slot?) Sorry, I thought it was a ritual. Basically is that, unless I'm on a particular mood I refuse to learn and cast outright combat spells, they aren't really needed for utility and I find blasting the most boring kind of magic. You would have to force me to take those spells. Now on the list of spells I actually miss (Only go to certain level, remember I can only have a few each time, because my problem isn't an specific build for a single character, but to be able to have the kind of characters I enjoy to play. I know there are named spells in there, but WotC broke that rule themselves in EE, and I want the effects for my characters, they tend to be some of the most fun, world changing and overall non-destructive spells) Alarm Find Familiar Identify Illusory Script Protection from Evil and Good Tasha's Hideous Laughter Tenser's Floating Disk Unseen Servant Arcane Lock Locate Object Magic Mouth Nystul's Magic Aura Rope Trick Bestow Curse Glyph of Warding Leomund's Tiny Hut Nondetection Phantom Steed Remove Curse Sending Arcane Eye Conjure Minor Elementals Control Water Fabricate Hallucinatory Terrain Locate Creature Mordenkainen's Private Sanctum Stone Shape Conjure Elemental Contact Other Plane Dream Geas Modify Memory Passwall Rary's Telepathic Bond Scrying It isn't that overpowered, the other bloodlines are just that bad, Dragon is for resilient blasters (and basically fire blasters, and when everybody thought it was amazing and even OP they were playing it wrong, the errata basically nerfed it), Wild magic is very DM reliant and only if you enjoy the randomness, Storm is flavorful but still limited to one kind of PC, Favored soul supports a variety of concepts, from healers, naturey casters, gishes, blasters, thieves, and even scholarly types. (I don't comment on shadow, I stopped reading by the time I got to "you never blink", and "you look like a corpse") [/QUOTE]
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