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General Tabletop Discussion
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What, if anything, bothers you about certain casters/spells at your table?
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<blockquote data-quote="James Gasik" data-source="post: 9262520" data-attributes="member: 6877472"><p>Which is fantastic...if your DM allows said third party products. But as I've said before, the stigma against 3pp is still very real. A lot of people seem to hold onto this myth that WotC design is balanced (trust me, I know!), and that anything that seems better than WotC is badly designed power creep, and anything worse is just a waste of ink.</p><p></p><p>My current game uses Kobold Press content, including Deep Magic. Many of the spells are quite conservative, very niche, or slight variants of existing spells (like the Sacred Flame clone that targets a 5' square rather than have the cover clause). You have to sift through a lot of these, and when you do find a strong spell, you start looking online to see if it's been given errata, because surely, that has to be a mistake, lol.</p><p></p><p>I now feel the need to subject you to a personal rant of mine- D&D has had specialist spellcasters for a long time. But very rarely can you look at a spell list given to a specialist and say "yes, this is perfectly balanced". 2nd edition was wonderful for this, just compare the PHB Transmutation school to Necromancy, for example. Some specialists had to be given clauses to potentially allow them to use "real" spells (Tome of Magic Elementalists, Wild Mages) as there were gaps in their lists. Due to the way Spheres were designed, you'd have many Mythos Priests unable to cast not only core Cleric spells, but unable to cast many spells that would make sense for their Power!</p><p></p><p>3.5 shuffled a lot of spells around, inadvertently turning Conjuration into an uber school, even for blasting (thanks to all the SR: No spells in it). Classes like the Shugenja also had to deal with the inequity between elements, and even the "ultra specialist" classes, like the Warmage, Beguiler, and Dread Necromancer, with their large curated thematic lists, have spells of multiple schools in them, with caveats for adding regular Wizard spells to their lists.</p><p></p><p>5e decided to give us a Subclass for each school of magic, but didn't even try to limit spell access, since the schools are so vestigial and unbalanced. A lot of ink has been spilled to say "Necromancy shouldn't be something D&D players dabble in", but at the end of the day, it's a terrible school to specialize in in the first place, so you probably shouldn't in the first place!</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9262520, member: 6877472"] Which is fantastic...if your DM allows said third party products. But as I've said before, the stigma against 3pp is still very real. A lot of people seem to hold onto this myth that WotC design is balanced (trust me, I know!), and that anything that seems better than WotC is badly designed power creep, and anything worse is just a waste of ink. My current game uses Kobold Press content, including Deep Magic. Many of the spells are quite conservative, very niche, or slight variants of existing spells (like the Sacred Flame clone that targets a 5' square rather than have the cover clause). You have to sift through a lot of these, and when you do find a strong spell, you start looking online to see if it's been given errata, because surely, that has to be a mistake, lol. I now feel the need to subject you to a personal rant of mine- D&D has had specialist spellcasters for a long time. But very rarely can you look at a spell list given to a specialist and say "yes, this is perfectly balanced". 2nd edition was wonderful for this, just compare the PHB Transmutation school to Necromancy, for example. Some specialists had to be given clauses to potentially allow them to use "real" spells (Tome of Magic Elementalists, Wild Mages) as there were gaps in their lists. Due to the way Spheres were designed, you'd have many Mythos Priests unable to cast not only core Cleric spells, but unable to cast many spells that would make sense for their Power! 3.5 shuffled a lot of spells around, inadvertently turning Conjuration into an uber school, even for blasting (thanks to all the SR: No spells in it). Classes like the Shugenja also had to deal with the inequity between elements, and even the "ultra specialist" classes, like the Warmage, Beguiler, and Dread Necromancer, with their large curated thematic lists, have spells of multiple schools in them, with caveats for adding regular Wizard spells to their lists. 5e decided to give us a Subclass for each school of magic, but didn't even try to limit spell access, since the schools are so vestigial and unbalanced. A lot of ink has been spilled to say "Necromancy shouldn't be something D&D players dabble in", but at the end of the day, it's a terrible school to specialize in in the first place, so you probably shouldn't in the first place! [/QUOTE]
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What, if anything, bothers you about certain casters/spells at your table?
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