The more I am reading this thread the less I favour dropping spells.
To make certain spells clearly better than other spells in the same slot, literally punishes the PLAYERS who prefer the flavor of a less privileged spell.Of course rituals (for the players) should follow a power balance. But why can't you just have a 2nd level spell that is a bit better than another 2nd level spell? We all know Cloud of Daggers is better than Thunderclap. But my wizard took Thunderclap because he was themed as a sailor, and all his spells were weather based. ...
You can only balance to a point, and before you reach that point many players are going to start calling out the "sameness" of the effects. It happened in 4e, and it can happen again.To make certain spells clearly better than other spells in the same slot, literally punishes the PLAYERS who prefer the flavor of a less privileged spell.
All spells in the same slot MUST be balanced with regard to power and usefulness − for the sake of the robustness of the mechanical gaming engine especially at the higher levels and for the sake of the viable diversity of flavor preferences.
And the D&D team says they are keeping spells at the same levels (and monsters at the same CRs), but will be tweaking those rules objects to more accurately reflect their power level rating. I'm actually very excited to explore the spells packet when that comes out.To make certain spells clearly better than other spells in the same slot, literally punishes the PLAYERS who prefer the flavor of a less privileged spell.
All spells in the same slot MUST be balanced with regard to power and usefulness − for the sake of the robustness of the mechanical gaming engine and for the sake of the viable diversity of flavor preferences.
This need for the comparable power and usefulness of spells especially applies to higher level gameplay, when there are fewer spells to choose from, as well as more consequential spell effects.
I'm expecting to see mostly nerfs. That's usually what "tweaking" means. It's the game equivalent of how "we're changing our prices" almost always means, "we're raising our prices".And the D&D team says they are keeping spells at the same levels (and monsters at the same CRs), but will be tweaking those rules objects to more accurately reflect their power level rating. I'm actually very excited to explore the spells packet when that comes out.
I'm actually very excited to explore the spells packet when that comes out.
I am fine with that. If they intend to doublecheck and tweak every spell, to ensure it is competitive with the other spells in the same slot, that is great for the 5e game engine.And the D&D team says they are keeping spells at the same levels (and monsters at the same CRs), but will be tweaking those rules objects to more accurately reflect their power level rating.
That is what I am trying to tell you - it literally only punishes a player that feels the need to keep up with the Jonse's and wants their character to always produce optimized damage at all times. Forget flair. Forget lore. Forget theme. Forget table styles. Forget player styles. Nope: "This doesn't do as much damage as that other player, therefore, it's broke."To make certain spells clearly better than other spells in the same slot, literally punishes the PLAYERS who prefer the flavor of a less privileged spell.
There is no balance. You keep trying to pretend that there is - there isn't. There is a balance at the tables, and that must be the mean at which you try to write a rulebook. I mean, why would anyone choose a light hammer (range, light, d4 damage) over a handaxe (range, light, d6 damage), especially when both are simple melee weapons? I will tell you why. Because they have a dwarf that is a smithy who likes to show off he is a smithy. Then, when the fact that the guard realizes he is a smithy and invites him into the guard tower because the hammers started the initial conversation - well, all I can say is quantify that. Put it into your equation along with range, components, casting time, duration, and number of affected opponents and area, and then quantify it. You can't.All spells in the same slot MUST be balanced with regard to power and usefulness − for the sake of the robustness of the mechanical gaming engine and for the sake of the viable diversity of flavor preferences.
I miss having at least the implement proficiencies.I do miss the way 4e handled implements, where finding an enchanted Orb, Wand, etc. was something a caster could look forward to.