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Why does 5E SUCK?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6658949" data-attributes="member: 82106"><p>Yup, that's about what I think.</p><p></p><p></p><p>Not at all, but just exactly how often do you think ordinary drow get grilled? Sure, you MIGHT have to make a check, but for many plans you wouldn't. Sure the invisible thief MIGHT step on a twig, but when the guard can't find anything in that area you're still not found out, and its a LOT more likely that a broken twig is some animal than it is some invisible assassin. If I Charm the gate guard he may say "Hey, wait a minute!" to himself a minute later, but that doesn't mean he automatically raises the alarm (and this kind of plan obviously works best if its too late by then). Levitate is awesome if you need to get to a spot inaccessible by climbing, or get above the trees to see where you're going, etc etc etc. No Athletics check is required for any of that. </p><p></p><p>My wizard has Alter Self, Invisibility, and often Charm Person memorized, and sometimes Sleep. He WOULD memorize Spider Climb, if he didn't get it from the staff. I mean really it doesn't take a lot of slots for reasonable combat casting, Fire Bolt, T-Wave, Chromatic Orb, Cloud of Daggers, and Fireball, that's all I need. Fire Bolt for picking things off, the orb amped up to level 2 or 3 for harder single targets, CoD for stopping up holes or constant cheap damage if an enemy is unable to maneuver or can be tossed around. T-Wave for pushing and some area damage, and Fireball for that "Hey, guess what, your death is near" opening surprise attack. </p><p></p><p>So, I really have plenty of room for a decent mix of spells. Rituals insure that I don't really need to memorize things like Detect Magic. Give me a day to plan my spell use for a specific situation and I can take care of a LOT of situations. Non-magic is fine, its certainly useful, but even at level 6 I get the feeling we'd PROBABLY be better off with all casters. Its not like casters have any kind of dearth of good skill bonuses.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6658949, member: 82106"] Yup, that's about what I think. Not at all, but just exactly how often do you think ordinary drow get grilled? Sure, you MIGHT have to make a check, but for many plans you wouldn't. Sure the invisible thief MIGHT step on a twig, but when the guard can't find anything in that area you're still not found out, and its a LOT more likely that a broken twig is some animal than it is some invisible assassin. If I Charm the gate guard he may say "Hey, wait a minute!" to himself a minute later, but that doesn't mean he automatically raises the alarm (and this kind of plan obviously works best if its too late by then). Levitate is awesome if you need to get to a spot inaccessible by climbing, or get above the trees to see where you're going, etc etc etc. No Athletics check is required for any of that. My wizard has Alter Self, Invisibility, and often Charm Person memorized, and sometimes Sleep. He WOULD memorize Spider Climb, if he didn't get it from the staff. I mean really it doesn't take a lot of slots for reasonable combat casting, Fire Bolt, T-Wave, Chromatic Orb, Cloud of Daggers, and Fireball, that's all I need. Fire Bolt for picking things off, the orb amped up to level 2 or 3 for harder single targets, CoD for stopping up holes or constant cheap damage if an enemy is unable to maneuver or can be tossed around. T-Wave for pushing and some area damage, and Fireball for that "Hey, guess what, your death is near" opening surprise attack. So, I really have plenty of room for a decent mix of spells. Rituals insure that I don't really need to memorize things like Detect Magic. Give me a day to plan my spell use for a specific situation and I can take care of a LOT of situations. Non-magic is fine, its certainly useful, but even at level 6 I get the feeling we'd PROBABLY be better off with all casters. Its not like casters have any kind of dearth of good skill bonuses. [/QUOTE]
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