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Why does 5E SUCK?
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<blockquote data-quote="spinozajack" data-source="post: 6646516" data-attributes="member: 6794198"><p>Wow, they really can't please anyone, can they. It's extremely easy to get access to powerful and interesting magic in any class you play, but you want to go further, and make it so that non-magic using classes can do everything that magic using classes can do in terms of utility? Some things are impossible to do without magic. Fly, for example. Invisibility, for example. Teleport, for example.</p><p></p><p>How do you propose to give those things to the fighter without giving him access to magic explicitly? You could easily achieve it like in 4th edition, by making magic nigh-worthless to cast outside of combat (Fly spell 1x / day for 5 minutes max at level 16? Terrible, an affront to wizardry that was), or by giving fighters access to non-traditional magic like the in "Martial" power source.</p><p></p><p>Again with the anti-magic creed, even to the point of naked hatred. The rest of your post makes it clear you don't see a difference between the Wizard being able to cast knock using one of his precious spell slots, and the rogue being able to unlock hundreds of locks per day. Between a wizard casting invisibility but being severely hampered and detectable, and a rogue sneaking around everywhere.</p><p></p><p>I'm glad they made magic actually powerful again, it's central to what D&D means to a lot of people. And it's not like fighters are weak in 5th edition, either. Out of combat utility doesn't make the wizard unstoppable. They can't fly for hours upon hours like they could in 2nd edition. They can't stack tons of buffs on everyone in the group including themselves. They can't fly whilst invisible and with stoneskin.</p><p></p><p>If you want a fighter who can charm creatures or dominate their will, while magic is severely limp to the point of being castrato, I suggest you stick to games like 4th edition. You will be much happier.</p><p></p><p>Magic is actually powerful and interesting, and useful in 5th edition, like it was in earlier D&D. That alone is probably one of the main reasons why 5th edition is such a success and selling so well. To be honest, the only people who seem to hate it are the die hard 4vengers who feel slighted that the game's design seems to invalidate their own preference for class balance so rigid that it's like a straightjacket.</p></blockquote><p></p>
[QUOTE="spinozajack, post: 6646516, member: 6794198"] Wow, they really can't please anyone, can they. It's extremely easy to get access to powerful and interesting magic in any class you play, but you want to go further, and make it so that non-magic using classes can do everything that magic using classes can do in terms of utility? Some things are impossible to do without magic. Fly, for example. Invisibility, for example. Teleport, for example. How do you propose to give those things to the fighter without giving him access to magic explicitly? You could easily achieve it like in 4th edition, by making magic nigh-worthless to cast outside of combat (Fly spell 1x / day for 5 minutes max at level 16? Terrible, an affront to wizardry that was), or by giving fighters access to non-traditional magic like the in "Martial" power source. Again with the anti-magic creed, even to the point of naked hatred. The rest of your post makes it clear you don't see a difference between the Wizard being able to cast knock using one of his precious spell slots, and the rogue being able to unlock hundreds of locks per day. Between a wizard casting invisibility but being severely hampered and detectable, and a rogue sneaking around everywhere. I'm glad they made magic actually powerful again, it's central to what D&D means to a lot of people. And it's not like fighters are weak in 5th edition, either. Out of combat utility doesn't make the wizard unstoppable. They can't fly for hours upon hours like they could in 2nd edition. They can't stack tons of buffs on everyone in the group including themselves. They can't fly whilst invisible and with stoneskin. If you want a fighter who can charm creatures or dominate their will, while magic is severely limp to the point of being castrato, I suggest you stick to games like 4th edition. You will be much happier. Magic is actually powerful and interesting, and useful in 5th edition, like it was in earlier D&D. That alone is probably one of the main reasons why 5th edition is such a success and selling so well. To be honest, the only people who seem to hate it are the die hard 4vengers who feel slighted that the game's design seems to invalidate their own preference for class balance so rigid that it's like a straightjacket. [/QUOTE]
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