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What Is D&D Generally Bad At That You Wish It Was Better At?
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<blockquote data-quote="GrimCo" data-source="post: 9611717" data-attributes="member: 7044462"><p>0 level spells in 3e were 3 per day. But those were best used for utility stuff. Also, if i'm not mistaken, in 2ed, you didn't get bonus slots for high casting stat nor did cleric get extra domain slot. In 3, you did. With 16 in your primary stat, you had 3 bonus slots at level 5 ( 1 for each spell level). Thats 3 0-level spells and 3 leveled spells per day more (+3 domain slots for clerics). Also, as mentioned before, paladin/ranger get their spells at level 4 ( bonus only, but they do) while their 2ed versions get them at lv 9/8. That is also major increase in magic ability. </p><p></p><p>5e also has rituals on some of those utility spells, so you don't even need to prepare them, you just need to know them to cast them. That is also major power up. </p><p></p><p>And let's not forget that different experience progressions in older editions. </p><p></p><p>One more thing. Multiclassing. 3e made it a real thing. It also made figher a dip class. You take 2-4 levels of fighter (2 for feats and proficiencies, 4 if you wanted weapon specialization) and then you drop it like hot potato and take something else. If you aren't taking class with full spell progression, you may as well dip into multiple classes, since most are pretty front loaded.</p></blockquote><p></p>
[QUOTE="GrimCo, post: 9611717, member: 7044462"] 0 level spells in 3e were 3 per day. But those were best used for utility stuff. Also, if i'm not mistaken, in 2ed, you didn't get bonus slots for high casting stat nor did cleric get extra domain slot. In 3, you did. With 16 in your primary stat, you had 3 bonus slots at level 5 ( 1 for each spell level). Thats 3 0-level spells and 3 leveled spells per day more (+3 domain slots for clerics). Also, as mentioned before, paladin/ranger get their spells at level 4 ( bonus only, but they do) while their 2ed versions get them at lv 9/8. That is also major increase in magic ability. 5e also has rituals on some of those utility spells, so you don't even need to prepare them, you just need to know them to cast them. That is also major power up. And let's not forget that different experience progressions in older editions. One more thing. Multiclassing. 3e made it a real thing. It also made figher a dip class. You take 2-4 levels of fighter (2 for feats and proficiencies, 4 if you wanted weapon specialization) and then you drop it like hot potato and take something else. If you aren't taking class with full spell progression, you may as well dip into multiple classes, since most are pretty front loaded. [/QUOTE]
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What Is D&D Generally Bad At That You Wish It Was Better At?
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