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Wandering "Monsters": Magic Items
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<blockquote data-quote="Sadras" data-source="post: 6251215" data-attributes="member: 6688277"><p>Well, WoTC has built wizard spell recovery within the class so as to limit the 15-minute days and this should not be discounted. Furthermore the ritual mechanic adopted from 4e assists greatly in this regard. Magical items are definitely not necessary but certainly improve on this, but I do not believe that was WoTC primary or even secondary goal with magic items, although I could certainly be wrong here, but I have not experienced it.</p><p> </p><p>Then you have the damage dealing cantrip <em>Ray of Frost</em> and we have had plenty of threads on that issue (please no more), so the Wizard is always useful. </p><p> </p><p>Finally limited AC and the Bounded Accuracy influence certainly help during encounters, I also feel some of the monsters are perhaps slightly weaker (and I'm not speaking in regards to the lack of proficiency bonus), so PCs generally can push through a lot further than they usually could in sandbox adventures.</p><p></p><p>I'm currently running a blend of The Temple of Elemental Evil /Elwyn's Sanctuary adventure using Next and from the sessions we have had I can safely say, for me, the design team has done tremendously well to break the 15 minute work days, and if one prefers the old style of play, one can simply limit what has been allowed above. It caters for both camps I believe.</p><p></p><p><u>EDIT:</u> Almost forgot, then there is 5e's Surge equivalent, the HD mechanic and that certainly ensures that clerics are not just heal-bots and that fighter can push on after 1-2 encounters.</p></blockquote><p></p>
[QUOTE="Sadras, post: 6251215, member: 6688277"] Well, WoTC has built wizard spell recovery within the class so as to limit the 15-minute days and this should not be discounted. Furthermore the ritual mechanic adopted from 4e assists greatly in this regard. Magical items are definitely not necessary but certainly improve on this, but I do not believe that was WoTC primary or even secondary goal with magic items, although I could certainly be wrong here, but I have not experienced it. Then you have the damage dealing cantrip [I]Ray of Frost[/I] and we have had plenty of threads on that issue (please no more), so the Wizard is always useful. Finally limited AC and the Bounded Accuracy influence certainly help during encounters, I also feel some of the monsters are perhaps slightly weaker (and I'm not speaking in regards to the lack of proficiency bonus), so PCs generally can push through a lot further than they usually could in sandbox adventures. I'm currently running a blend of The Temple of Elemental Evil /Elwyn's Sanctuary adventure using Next and from the sessions we have had I can safely say, for me, the design team has done tremendously well to break the 15 minute work days, and if one prefers the old style of play, one can simply limit what has been allowed above. It caters for both camps I believe. [U]EDIT:[/U] Almost forgot, then there is 5e's Surge equivalent, the HD mechanic and that certainly ensures that clerics are not just heal-bots and that fighter can push on after 1-2 encounters. [/QUOTE]
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Wandering "Monsters": Magic Items
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