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Why Don't We Simplify 5e?
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<blockquote data-quote="jmartkdr2" data-source="post: 8377662" data-attributes="member: 7017304"><p>One way to reduce the at-the-table complexity of spells would be to limit horizontal growth: basically, without even changing the spells much, you could make wizards a lot easier to play if they aren't prepping 30 spells out of 49 and casting up to 29 each day... okay that's at 20th but it's still a lot. </p><p></p><p>I think the upper limit of broad choices without causing issues is somewhere in the mid-teens, based on how many classes people seem to able to work through without getting confused. Which means that a max-level full caster, between spells prepped, subclass features and magic items shouldn't go past 15 or so 'spells' to pick from during play.</p><p></p><p>BUT if you do this, you can <em>add</em> complexity to spells in the form of internal variability - ie Fire Strike can encompass everything form fire bolt and burning hands and fireball all the way up to meteor swarm (depending on the level it's cast at), and still only count as one spell. Basically, reorganizing the spell rules into thematic groups can make the game less complex in practice while actually adding options.</p><p></p><p>I think, anyways. It seemed to work pretty well in other rpgs I've played.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8377662, member: 7017304"] One way to reduce the at-the-table complexity of spells would be to limit horizontal growth: basically, without even changing the spells much, you could make wizards a lot easier to play if they aren't prepping 30 spells out of 49 and casting up to 29 each day... okay that's at 20th but it's still a lot. I think the upper limit of broad choices without causing issues is somewhere in the mid-teens, based on how many classes people seem to able to work through without getting confused. Which means that a max-level full caster, between spells prepped, subclass features and magic items shouldn't go past 15 or so 'spells' to pick from during play. BUT if you do this, you can [I]add[/I] complexity to spells in the form of internal variability - ie Fire Strike can encompass everything form fire bolt and burning hands and fireball all the way up to meteor swarm (depending on the level it's cast at), and still only count as one spell. Basically, reorganizing the spell rules into thematic groups can make the game less complex in practice while actually adding options. I think, anyways. It seemed to work pretty well in other rpgs I've played. [/QUOTE]
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Why Don't We Simplify 5e?
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