Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Fanaelialae" data-source="post: 6834201" data-attributes="member: 53980"><p>Perhaps in theory but not in practice. Divine casters are the ones who can actually cast all the spells with a day's rest, and they have been so since 3e. The wizard gets one or two spells per level, plus whatever the DM is willing to give him on top of that. Even if some Monty Haul DM were to give you access to the entire wizard list, copying them all into your spellbooks would require a wealth of both gold and time. Plus, you'd need a portable hold to tote your library around with you.</p><p></p><p>Despite the fact that divine casters <em>literally</em> have access to all divine spells, I haven't have any difficulty keeping my divine characters from being repetitive throughout the editions, but that's just my personal experience.</p><p></p><p> </p><p></p><p></p><p>I agree that 4e was the best at handling a no-magic campaign, although I do think it was possible in other editions to varying degrees. 5e would be the next best IMO, and I'd also agree that it has room to grow in achieving its full potential in this respect.</p><p></p><p>I didn't count monk because I don't consider it a no-magic class, given that it's always had a mystical aspect to it. Admittedly, this might not be an issue in a no-magic campaign that allows psionics, where you can attribute the monk's mystical powers to psionic ability.</p><p></p><p>I disagree with you on there being zero classes in 5e that are non-magical. Sub-classes ought to be considered separately from the classes, as you can easily ban a sub-class without impacting the class. The base Barbarian, Fighter, and Rogue classes have zero magical abilities. If you ban the Totem Warrior, Eldritch Knight, and Arcane Trickster, you still have 3 fully viable and playable classes.</p><p></p><p></p><p></p><p></p><p>Different spell lists might help. For myself, I prefer having options. One illusionist might focus on pure illusions like the 1e Illusionist. Another might mix illusory walls of fire with real ones to keep enemies on their toes. I think that more options gives a class greater replay value and makes it more interesting in general.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6834201, member: 53980"] Perhaps in theory but not in practice. Divine casters are the ones who can actually cast all the spells with a day's rest, and they have been so since 3e. The wizard gets one or two spells per level, plus whatever the DM is willing to give him on top of that. Even if some Monty Haul DM were to give you access to the entire wizard list, copying them all into your spellbooks would require a wealth of both gold and time. Plus, you'd need a portable hold to tote your library around with you. Despite the fact that divine casters [I]literally[/I] have access to all divine spells, I haven't have any difficulty keeping my divine characters from being repetitive throughout the editions, but that's just my personal experience. I agree that 4e was the best at handling a no-magic campaign, although I do think it was possible in other editions to varying degrees. 5e would be the next best IMO, and I'd also agree that it has room to grow in achieving its full potential in this respect. I didn't count monk because I don't consider it a no-magic class, given that it's always had a mystical aspect to it. Admittedly, this might not be an issue in a no-magic campaign that allows psionics, where you can attribute the monk's mystical powers to psionic ability. I disagree with you on there being zero classes in 5e that are non-magical. Sub-classes ought to be considered separately from the classes, as you can easily ban a sub-class without impacting the class. The base Barbarian, Fighter, and Rogue classes have zero magical abilities. If you ban the Totem Warrior, Eldritch Knight, and Arcane Trickster, you still have 3 fully viable and playable classes. Different spell lists might help. For myself, I prefer having options. One illusionist might focus on pure illusions like the 1e Illusionist. Another might mix illusory walls of fire with real ones to keep enemies on their toes. I think that more options gives a class greater replay value and makes it more interesting in general. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
Top