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TSR to WoTC shift--OR--the de-prioritization on Exploration spells/classes
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<blockquote data-quote="Sacrosanct" data-source="post: 8856840" data-attributes="member: 15700"><p>Bolded for emphasis. Also, both light and enlarge allow a saving throw in your scenarios (thus making it an attack spell) and sleep does not. </p><p></p><p>But back to the whole point of my OP: </p><p></p><p><em>Spells</em></p><p><em>In TSR era D&D, utility spells were important, and often more important than combat spells. Most old school players knows how only a newbie Magic User takes Magic Missile at first level, the real powerful spell to take was either sleep or charm person. Spells like levitate, knock, teleport, invisibility, and dispel magic were very important. Sure, you also had combat spells, but crowd control was more important than DPR: hold person, sleep, stinking cloud, etc. If I were to make a guess, I'd say over 50% of your memorized spells were utility spells. Again, bypass monsters and traps (which there were a lot of), and get to the treasure.</em></p><p><em>In modern D&D, I'd say close to 75% of cast spells are combat encounter orientated. That's the style of play. Along with a philosophy of "every character should be able to overcome any challenge" (as opposed to how TSR emphasized a team niche aspect), there isn't as much of a need to spend your spells on exploration or utility spells--some other class has a power to help with that.</em></p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 8856840, member: 15700"] Bolded for emphasis. Also, both light and enlarge allow a saving throw in your scenarios (thus making it an attack spell) and sleep does not. But back to the whole point of my OP: [I]Spells In TSR era D&D, utility spells were important, and often more important than combat spells. Most old school players knows how only a newbie Magic User takes Magic Missile at first level, the real powerful spell to take was either sleep or charm person. Spells like levitate, knock, teleport, invisibility, and dispel magic were very important. Sure, you also had combat spells, but crowd control was more important than DPR: hold person, sleep, stinking cloud, etc. If I were to make a guess, I'd say over 50% of your memorized spells were utility spells. Again, bypass monsters and traps (which there were a lot of), and get to the treasure. In modern D&D, I'd say close to 75% of cast spells are combat encounter orientated. That's the style of play. Along with a philosophy of "every character should be able to overcome any challenge" (as opposed to how TSR emphasized a team niche aspect), there isn't as much of a need to spend your spells on exploration or utility spells--some other class has a power to help with that.[/I] [/QUOTE]
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