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<blockquote data-quote="Sword of Spirit" data-source="post: 6330213" data-attributes="member: 6677017"><p>I missed the last 10 pages or so, so this might have already been brought up.</p><p></p><p>One thing that really limits the effects of save or suck spells is that a lot (most?) of them now require concentration. And this isn't your Next concentration, this is your 5e concentration, where damage has a really good chance of ruining it. In fact, as characters progress in level, they become more and more likely to fail their concentration checks due to DCs outpacing modifier.</p><p></p><p>So while it becomes progressively harder to resist save or suck spells as the levels get higher, it also becomes progressively <em>easier</em> to recover from it.</p><p></p><p>All in all, it seems like the system has become more dynamic and rewards careful planning, but the overall effects appear similar. There are just a whole lot less outright "whiffs" and a whole lot more "then take that!"</p><p></p><p>Buffs and debuffs seem much less effective in 5e. I find myself having a hard time choosing which to prepare. Since you can only have one, not even one of <em>each</em>, and their effects aren't really more expansive than in prior editions, I feel pretty limited.</p><p></p><p>That difficulty, combined with the pumped damage on direct damage attacks actually makes spells like <em>fireball</em> into highly appealing and effective options again (which, according to early articles, was part of the intent).</p><p></p><p>I'm not sure how I feel about this. On the one hand, I do like restoring the value of the classic spells I grew up with, rather than sticking them off into the 'unoptimized newb' category of options. I also love a style of play where things usually have a high chance working, and it is more about an intelligent chess style of choices than about always crossing your fingers and hoping you roll well and they roll poorly. </p><p></p><p>On the other hand, I think the final incarnation of the concentration rules is so overly punitive that it seems like it's just not worth the effort. Now using buffs and debuffs effectively is going to require <em>really</em> knowing and gaming the system, or it is going to be the new 'unoptimized newb' option. "Hey that spell looks really cool!" "Don't bother. You'll never be able to use it effectively anyway. Just prep <em>fireballs</em> and <em>ice storms</em> if you want to be effective." Even a bit of experience isn't going to keep buffs and debuffs on par with direct attacks.</p><p></p><p>So, hopefully I'm mistaken, and a bit of experience increases the usefulness of buffs and debuffs so that they become a competitive (but not superior) option to direct blasting. That's probably the ideal scenario. For a new player, blasting is your simplest and best option. The spells look effective, and they are. For an experienced player, you can be as effective with buffs and debuffs, but you aren't <em>more</em> effective. You are just effective differently, so its a matter of how you want to play your character.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6330213, member: 6677017"] I missed the last 10 pages or so, so this might have already been brought up. One thing that really limits the effects of save or suck spells is that a lot (most?) of them now require concentration. And this isn't your Next concentration, this is your 5e concentration, where damage has a really good chance of ruining it. In fact, as characters progress in level, they become more and more likely to fail their concentration checks due to DCs outpacing modifier. So while it becomes progressively harder to resist save or suck spells as the levels get higher, it also becomes progressively [I]easier[/I] to recover from it. All in all, it seems like the system has become more dynamic and rewards careful planning, but the overall effects appear similar. There are just a whole lot less outright "whiffs" and a whole lot more "then take that!" Buffs and debuffs seem much less effective in 5e. I find myself having a hard time choosing which to prepare. Since you can only have one, not even one of [I]each[/I], and their effects aren't really more expansive than in prior editions, I feel pretty limited. That difficulty, combined with the pumped damage on direct damage attacks actually makes spells like [I]fireball[/I] into highly appealing and effective options again (which, according to early articles, was part of the intent). I'm not sure how I feel about this. On the one hand, I do like restoring the value of the classic spells I grew up with, rather than sticking them off into the 'unoptimized newb' category of options. I also love a style of play where things usually have a high chance working, and it is more about an intelligent chess style of choices than about always crossing your fingers and hoping you roll well and they roll poorly. On the other hand, I think the final incarnation of the concentration rules is so overly punitive that it seems like it's just not worth the effort. Now using buffs and debuffs effectively is going to require [I]really[/I] knowing and gaming the system, or it is going to be the new 'unoptimized newb' option. "Hey that spell looks really cool!" "Don't bother. You'll never be able to use it effectively anyway. Just prep [I]fireballs[/I] and [I]ice storms[/I] if you want to be effective." Even a bit of experience isn't going to keep buffs and debuffs on par with direct attacks. So, hopefully I'm mistaken, and a bit of experience increases the usefulness of buffs and debuffs so that they become a competitive (but not superior) option to direct blasting. That's probably the ideal scenario. For a new player, blasting is your simplest and best option. The spells look effective, and they are. For an experienced player, you can be as effective with buffs and debuffs, but you aren't [I]more[/I] effective. You are just effective differently, so its a matter of how you want to play your character. [/QUOTE]
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