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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="Fanaelialae" data-source="post: 6834156" data-attributes="member: 53980"><p>I think that magic does make it much easier to design classes, but I don't think it's a crutch.</p><p></p><p>Take two 5th level wizards, for example. The first is a standard 5e wizard. The second has a fixed array of supernatural abilities (let's say, the equivalent of Magic Missile four times per day, Scorching Ray three times per day, and Fireball twice per day). In this second example there are no spells in the game so each of these abilities is an effect unique to this type of wizard. I'm simply using the spell names as they are a common frame of reference.</p><p></p><p>While some might prefer the feel of the second wizard, in my opinion the first example has far greater replay value. In one campaign I might play the equivalent of the second wizard using the first. In the next campaign, simply by changing my spell selection, I can create a wizard that plays and feels completely different.</p><p></p><p>Some people have a very strong dislike for 4e, and might have a similar distaste for the ranger if it had hunter's mark as a class feature. By moving it to a spell, they gave each individual player the choice to either take it or not. </p><p></p><p>I don't think spells are a crutch. It's a system with a lot of variability and replay value, so leveraging that is only logical.</p><p></p><p></p><p></p><p>You can still do that. The 1e PHB only had three classes with no magical abilities, the fighter, rogue, and assassin. The 5e PHB also has only three classes with no magical abilities, but also has 5 subclasses to add a little variety. The number is the same. If you could do it then, you ought to be able to do the same now. Thanks to Hit Dice and feats like Healer, it should be even easier since you don't need a work-around for the lack of clerics as much. I'd say the only version of D&D that did no-magic better than 5e is 4e.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6834156, member: 53980"] I think that magic does make it much easier to design classes, but I don't think it's a crutch. Take two 5th level wizards, for example. The first is a standard 5e wizard. The second has a fixed array of supernatural abilities (let's say, the equivalent of Magic Missile four times per day, Scorching Ray three times per day, and Fireball twice per day). In this second example there are no spells in the game so each of these abilities is an effect unique to this type of wizard. I'm simply using the spell names as they are a common frame of reference. While some might prefer the feel of the second wizard, in my opinion the first example has far greater replay value. In one campaign I might play the equivalent of the second wizard using the first. In the next campaign, simply by changing my spell selection, I can create a wizard that plays and feels completely different. Some people have a very strong dislike for 4e, and might have a similar distaste for the ranger if it had hunter's mark as a class feature. By moving it to a spell, they gave each individual player the choice to either take it or not. I don't think spells are a crutch. It's a system with a lot of variability and replay value, so leveraging that is only logical. You can still do that. The 1e PHB only had three classes with no magical abilities, the fighter, rogue, and assassin. The 5e PHB also has only three classes with no magical abilities, but also has 5 subclasses to add a little variety. The number is the same. If you could do it then, you ought to be able to do the same now. Thanks to Hit Dice and feats like Healer, it should be even easier since you don't need a work-around for the lack of clerics as much. I'd say the only version of D&D that did no-magic better than 5e is 4e. [/QUOTE]
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Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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