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Why does 5E SUCK?
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<blockquote data-quote="Tony Vargas" data-source="post: 6650101" data-attributes="member: 996"><p>I'm not sure why setting DCs would be that important to world-building. It seems like what monsters, types of magic, cultures, artifacts, gods, and history the world has would all be far more important (and much less trivial to come up with) than whether you can lift a portcullis on a DC 15 vs 20.</p><p></p><p>One thing D&D hasn't usually done well is make it fairly intuitive and non-disruptive to remove types of magic or vary the prevalence of magic items. Dark Sun, for instance, required new classes and extensive re-jiggering to do away with Divine magic. Running low-magic-item campaigns was problematic in editions where they were assumed into class & encounter balance. No-magic campaigns were unworkable in most editions of D&D, too.</p><p></p><p>5e hasn't improved on that record much. Magic items are supposedly factored out of encounter balance. All classes have access to magic of their own in some form, so with the right sub-classes, you presumably don't need magic items to make up the gap between casters and non-casters at high levels. Removing a type of magic, or going no-magic, though, would be problematic.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6650101, member: 996"] I'm not sure why setting DCs would be that important to world-building. It seems like what monsters, types of magic, cultures, artifacts, gods, and history the world has would all be far more important (and much less trivial to come up with) than whether you can lift a portcullis on a DC 15 vs 20. One thing D&D hasn't usually done well is make it fairly intuitive and non-disruptive to remove types of magic or vary the prevalence of magic items. Dark Sun, for instance, required new classes and extensive re-jiggering to do away with Divine magic. Running low-magic-item campaigns was problematic in editions where they were assumed into class & encounter balance. No-magic campaigns were unworkable in most editions of D&D, too. 5e hasn't improved on that record much. Magic items are supposedly factored out of encounter balance. All classes have access to magic of their own in some form, so with the right sub-classes, you presumably don't need magic items to make up the gap between casters and non-casters at high levels. Removing a type of magic, or going no-magic, though, would be problematic. [/QUOTE]
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