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General Tabletop Discussion
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What is the logic behind one 6th, 7th, 8th, and 9th level spell?
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<blockquote data-quote="Rod Staffwand" data-source="post: 6446410" data-attributes="member: 6776279"><p>High-level spells are exceedingly powerful, capable of trumping a whole host of challenges in and of themselves. If casters had, for example, eight high-level spells, a caster can trump virtually every challenge a party faces in an adventuring day. With just two high-level casters the party can easily overkill every challenge in an adventuring day.</p><p></p><p>To maintain challenge you can either cut down the number of high-level spells per day or weaken the effects of high-level spells to a more manageable level. The designers elected to keep the profound effects of high-level magic while trimming down uses per day.</p><p></p><p>Did they trim too far? That's obviously debatable. I assume WotC will be polling for class balance and playability issues across all levels as part of their living ruleset scheme. As more 5e players gain experience with high-level play some issues will inevitably come to the surface.</p><p></p><p>As a gut reaction, I like the new limitations. It forces casters to make choices and pick their priorities. No longer can they be all things in all situations. This is mirrored in the concentration mechanic which prevents them from performing multiple roles in a single encounter.</p><p></p><p>I also think the effects of high-level magic items cannot be underestimated. True, they aren't a given in 5e, but experience tells me that high-level characters will be awash in pretty swanky gear at high-levels--stuff that will make their strengths stronger and their limitations non-existent. I wouldn't worry too much.</p><p></p><p>On the subject of villagers Wicker Manning a group of 18th-level heroes...I just don't see it. It's more possible in this edition than any other, but I can't see them seriously threatening characters of that level. Especially after you consider how many villagers would die from the inevitable burning and collapsed buildings and other collateral effects high-level characters would be able to unleash on the poor masses.</p><p></p><p></p><p>Wizard: I'll cast flaming sphere and roll it through these haystacks.</p><p>Barbarian: I throw a boulder into that one cottage using my girdle of storm giant strength.</p><p>Fighter: I'll land my wyvern mount on this thatched roof here.</p><p></p><p>Undoubtedly, the party would burn a small to moderate amount of resources, but the end would be a foregone conclusion--and one that would take a tedious amount of game time to play through. It could work, but the DM would need to take special care to keep things moving. I'd much rather stat up 'Mobs' representing 10 or 20 villagers than keep track of 500 or 1000 individual enemies.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 6446410, member: 6776279"] High-level spells are exceedingly powerful, capable of trumping a whole host of challenges in and of themselves. If casters had, for example, eight high-level spells, a caster can trump virtually every challenge a party faces in an adventuring day. With just two high-level casters the party can easily overkill every challenge in an adventuring day. To maintain challenge you can either cut down the number of high-level spells per day or weaken the effects of high-level spells to a more manageable level. The designers elected to keep the profound effects of high-level magic while trimming down uses per day. Did they trim too far? That's obviously debatable. I assume WotC will be polling for class balance and playability issues across all levels as part of their living ruleset scheme. As more 5e players gain experience with high-level play some issues will inevitably come to the surface. As a gut reaction, I like the new limitations. It forces casters to make choices and pick their priorities. No longer can they be all things in all situations. This is mirrored in the concentration mechanic which prevents them from performing multiple roles in a single encounter. I also think the effects of high-level magic items cannot be underestimated. True, they aren't a given in 5e, but experience tells me that high-level characters will be awash in pretty swanky gear at high-levels--stuff that will make their strengths stronger and their limitations non-existent. I wouldn't worry too much. On the subject of villagers Wicker Manning a group of 18th-level heroes...I just don't see it. It's more possible in this edition than any other, but I can't see them seriously threatening characters of that level. Especially after you consider how many villagers would die from the inevitable burning and collapsed buildings and other collateral effects high-level characters would be able to unleash on the poor masses. Wizard: I'll cast flaming sphere and roll it through these haystacks. Barbarian: I throw a boulder into that one cottage using my girdle of storm giant strength. Fighter: I'll land my wyvern mount on this thatched roof here. Undoubtedly, the party would burn a small to moderate amount of resources, but the end would be a foregone conclusion--and one that would take a tedious amount of game time to play through. It could work, but the DM would need to take special care to keep things moving. I'd much rather stat up 'Mobs' representing 10 or 20 villagers than keep track of 500 or 1000 individual enemies. [/QUOTE]
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What is the logic behind one 6th, 7th, 8th, and 9th level spell?
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