NotActuallyTim
First Post
A robed figure ignites a townsperson with a bolt of flame. What class was the robed figure?
A Fighter, Subclass Champion, with a non-magical flamethrower, in a bathrobe.
A robed figure ignites a townsperson with a bolt of flame. What class was the robed figure?
But, see, that rolls back around to what I said earlier where there is very little difference between the casters. Clerics in 5e cast Fireball and Lightning Bolt. What distinguishes a cleric or druid from a wizard when they can largely do the same spells?
Could be a Human, High Elf, Dragonborn, or any race above level 4 of any class. Could be a Cleric, Rogue, Warlock or Fighter with a specific subclass/archetype. Could be a Wizard, Druid, Sorceror of any subclass. Could be a Bard if he decided to learn the right spell.A robed figure ignites a townsperson with a bolt of flame. What class was the robed figure?
Could be a Human, High Elf, Dragonborn, or any race above level 4 of any class. Could be a Cleric, Rogue, Warlock or Fighter with a specific subclass/archetype. Could be a Wizard, Druid, Sorceror of any subclass. Could be a Bard if he decided to learn the right spell.
/snip .
Could be a Human, High Elf, Dragonborn, or any race above level 4 of any class. Could be a Cleric, Rogue, Warlock or Fighter with a specific subclass/archetype. Could be a Wizard, Druid, Sorceror of any subclass. Could be a Bard if he decided to learn the right spell.
Which is pretty much precisely my point. Magic is so ubiquitous that what was once a pretty signature effect for one class is now shared by virtually every class. It's easier to say what our robed figure isn't than what he is.
True, but this harkens back to the points I made early in this thread.
Magic is easy.
Magic breaks the rules.
Magic wins the game.
DMs are reluctant to enforce the harsher rules of magic.
Many of the penalties/risks to magic use have been removed.
Many of the rewards have been increased.
For a long time playing a non-magic user was simply an inferior choice.
Magic gets a lot of cool stichk.
Non-magic doesn't.
Magic can often do the same thing non-magic does cheaper, better and faster.
So if I can play the game faster, easier, with fewer restrictions, fewer penalties and higher rewards, why wouldn't I?
It's like the adage of "You can have it fast, good or cheap, pick two." Well with magic you can have all three and eat your cake too.
Oh man, this is weird for me, but I actually agree with you. I'd prefer that the casters have as close to zero overlap on spell effects as possible. Of course, I'd also prefer one or two spellcasting practices in the game, instead of 6.This is one of the many reasons I prefer the old way of doing things, before that whole "specialty cleric" thing. The cleric should be using subtle magic that mostly helps people, and the wizard should be using obvious magic that mostly hinders people.
To answer the question, though, the difference is in where those near-identical spells come from. A cleric is still answerable to a deity, at least in theory, and can have their spells denied if they abuse them. A wizard is only answerable to them-self.
Obvious magic, I agree with; "mostly hinders people" I don't. That would heavily skew the wizard's usefulness just toward combat, leaving the character little to do in the other two pillars of the game, since combat is the main time when you want to hinder people.The cleric should be using subtle magic that mostly helps people, and the wizard should be using obvious magic that mostly hinders people.
They could have some social hindering stuff mind blank, maybe something to lower cha, leomunds foul stench. Simple stuff like that maybe a you really need to pee spellObvious magic, I agree with; "mostly hinders people" I don't. That would heavily skew the wizard's usefulness just toward combat, leaving the character little to do in the other two pillars of the game, since combat is the main time when you want to hinder people.