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General Tabletop Discussion
*Dungeons & Dragons
Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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<blockquote data-quote="innerdude" data-source="post: 6830941" data-attributes="member: 85870"><p>Or you use a system that assumes characters are good at more than one thing. My current Savage Worlds character would be considered a "full caster" in relative D&D terms, but also has the highest archery skill in the party and several spells that are combat-oriented but don't do direct damage. The battlefield options available to me are massively more varied than simply "pew pew" magic. </p><p></p><p>Do I hold this round to get my +2 aim bonus and almost guarantee an extra damage die when I fire? Do I use my legerdemain spell to perform a dirty trick from 30 feet away on the opponent my hand-to-hand fighter is engaged with? Do I cast a damage bonus spell to give +2/+4 damage to the dwarf? Do I draw my short sword, roll into melee next to the fighter and use a defensive maneuver, giving the fighter a gang-up bonus? These are all viable, and depending on the situation, highly effective potential options. </p><p></p><p>But this kind of assumed broad competence is generally only possible in a classless, skill-based system. I don't know about 5e, but in 3e you'd have to be a multiclassed ranger/sorcerer of about level 8 and in all likelihood have a level of the Arcane Archer prestige class to do what I'm doing in Savage Worlds at the functional equivalent of level 2.</p><p></p><p>Now of course, I always had the option of focusing strictly on spellcasting. I could have totally stat dumped my fighting and shooting skills, and just pumped spellcasting to the max. But Savage Worlds wasn't meant to be played that way; it assumes as a system that characters will be broadly competent in a variety of skills. It's not to say I'd be "playing it wrong" if I min/maxed my spellcasting, but I certainly wouldn't be playing to Savage Worlds' strengths as a system and would certainly be cutting myself out on a great deal of the potential fun.</p><p></p><p>But on a related note --- There are no "cantrips" per se in Savage Worlds. Every spell cast has a real resource cost in terms of available power pool, and casting is not an automatically assured "thing." And to me, magic never feels like a "substitute" for something mundane.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6830941, member: 85870"] Or you use a system that assumes characters are good at more than one thing. My current Savage Worlds character would be considered a "full caster" in relative D&D terms, but also has the highest archery skill in the party and several spells that are combat-oriented but don't do direct damage. The battlefield options available to me are massively more varied than simply "pew pew" magic. Do I hold this round to get my +2 aim bonus and almost guarantee an extra damage die when I fire? Do I use my legerdemain spell to perform a dirty trick from 30 feet away on the opponent my hand-to-hand fighter is engaged with? Do I cast a damage bonus spell to give +2/+4 damage to the dwarf? Do I draw my short sword, roll into melee next to the fighter and use a defensive maneuver, giving the fighter a gang-up bonus? These are all viable, and depending on the situation, highly effective potential options. But this kind of assumed broad competence is generally only possible in a classless, skill-based system. I don't know about 5e, but in 3e you'd have to be a multiclassed ranger/sorcerer of about level 8 and in all likelihood have a level of the Arcane Archer prestige class to do what I'm doing in Savage Worlds at the functional equivalent of level 2. Now of course, I always had the option of focusing strictly on spellcasting. I could have totally stat dumped my fighting and shooting skills, and just pumped spellcasting to the max. But Savage Worlds wasn't meant to be played that way; it assumes as a system that characters will be broadly competent in a variety of skills. It's not to say I'd be "playing it wrong" if I min/maxed my spellcasting, but I certainly wouldn't be playing to Savage Worlds' strengths as a system and would certainly be cutting myself out on a great deal of the potential fun. But on a related note --- There are no "cantrips" per se in Savage Worlds. Every spell cast has a real resource cost in terms of available power pool, and casting is not an automatically assured "thing." And to me, magic never feels like a "substitute" for something mundane. [/QUOTE]
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Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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