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What Single Thing Would You Eliminate
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8244913" data-attributes="member: 82106"><p>Where do the rules say this? YOU may run your games that way, but all the rules say is you have certain spells, with certain textual descriptions, and how often you can cast them, basically. What they actually do in any given situation, especially situations involving unusual circumstances, combinations of magic, etc. (which are all elements in tactical spell casting if you are clever) is not so clear cut.</p><p></p><p>You say that A hasted wizard cannot run so fast as to cross into another dimension, but that is a perfectly fine ruling a GM could allow. I doubt they would just make haste do that as a vanilla effect, but it might work if you first drink a potion of speed, and then you use an ability (my Catfolk can move at 2x normal speed for example) and then you cast haste, and it is happening in the temple of the Time God (there is one in Per-Bastet). Maybe there are other costs and requirements too, but why not? Or maybe if you cast it with a 9th level spell slot it does different stuff! I mean, Super Man is not your average character, he's the most powerful superhero in existence (certainly he's the equivalent of a 20th level D&D PC in that sense). </p><p></p><p>So, no, I don't think D&D magic is non-super. I'd also point you at my 1e/2e wizard 'Questioner of All Things'. I worked out a lot of stupid powerful ways to use spells. Now, maybe you might think that some of those have been tweaked out in 5e, but not really IME. D&D full casters are pretty super heroic. They can certainly attain, even without any extrapolation, 'Spider Man Level' capabilities. The first 5e party I was in, my Transmuter effectively slew a dragon that was nearly 10 levels above him, just by clever use of spells and clever exploitation of stuff that the DM put into the game.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8244913, member: 82106"] Where do the rules say this? YOU may run your games that way, but all the rules say is you have certain spells, with certain textual descriptions, and how often you can cast them, basically. What they actually do in any given situation, especially situations involving unusual circumstances, combinations of magic, etc. (which are all elements in tactical spell casting if you are clever) is not so clear cut. You say that A hasted wizard cannot run so fast as to cross into another dimension, but that is a perfectly fine ruling a GM could allow. I doubt they would just make haste do that as a vanilla effect, but it might work if you first drink a potion of speed, and then you use an ability (my Catfolk can move at 2x normal speed for example) and then you cast haste, and it is happening in the temple of the Time God (there is one in Per-Bastet). Maybe there are other costs and requirements too, but why not? Or maybe if you cast it with a 9th level spell slot it does different stuff! I mean, Super Man is not your average character, he's the most powerful superhero in existence (certainly he's the equivalent of a 20th level D&D PC in that sense). So, no, I don't think D&D magic is non-super. I'd also point you at my 1e/2e wizard 'Questioner of All Things'. I worked out a lot of stupid powerful ways to use spells. Now, maybe you might think that some of those have been tweaked out in 5e, but not really IME. D&D full casters are pretty super heroic. They can certainly attain, even without any extrapolation, 'Spider Man Level' capabilities. The first 5e party I was in, my Transmuter effectively slew a dragon that was nearly 10 levels above him, just by clever use of spells and clever exploitation of stuff that the DM put into the game. [/QUOTE]
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