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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="Tony Vargas" data-source="post: 6835368" data-attributes="member: 996"><p>The 'didn't have a Cleric' bit was in reference to 1e, it was a truism, back in the day that you absolutely needed one. Hasn't been the case since 3e. 3e expanded the healing abilities of other classes to the point a Cleric wasn't strictly necessary, and made between-combat healing so trivial you only needed a healer, at all, for in-combat healing (and if your campaign went the way of rocket tag, not even then). 4e shifted daily healing resources to the individual being healed, eliminating the issue almost entirely, though you still 'needed' a Leader to trigger in-combat healing, and to provide the full range of support contributions the party needed. </p><p></p><p>5e has pulled back from that, with less and less-accessible between-combat healing, and returning to spell slots as a potentially substantial healing resource. You don't, strictly-speaking, /have/ a dedicated healer like you used to in 1e, the classes that do have a lot of support contributions to make are flexible enough to make others, instead, at need. Now the strength of 5e is that a DM can make what he wants of it, and I don't doubt anecdotes can be found of it 'working' with an outré party configuration for that reason. Heck, I've heard people claim they had 1e campaigns work without adequate healing. </p><p></p><p>But, it's not just healing that a no-magic party is going to lack. Lacking in-combat healing is going to be bad enough, but also lacking all the other contributions support-oriented characters have always made, as well as blasting, 'control,' and so forth, is not something that's going to be smoothly compensated for or just take care of itself. It'd take more than a few more sub-classes of the same 3 DPR-focused full classes to make up the difference. I'd think two full classes are called, for, each with several sub-classes. (Or, I suppose one very versatile class with many sub-classes.)</p><p></p><p>They might survive for a while, like an all-Striker 4e party, but I can't grant the limited selection of no-caster sub-classes currently in 5e (even including the few in SCAG) as being 'viable.' You have too limited a range of contributions to the party's success, you can't handle everything a more complete party can, and you run into issues of even differentiating the party members.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6835368, member: 996"] The 'didn't have a Cleric' bit was in reference to 1e, it was a truism, back in the day that you absolutely needed one. Hasn't been the case since 3e. 3e expanded the healing abilities of other classes to the point a Cleric wasn't strictly necessary, and made between-combat healing so trivial you only needed a healer, at all, for in-combat healing (and if your campaign went the way of rocket tag, not even then). 4e shifted daily healing resources to the individual being healed, eliminating the issue almost entirely, though you still 'needed' a Leader to trigger in-combat healing, and to provide the full range of support contributions the party needed. 5e has pulled back from that, with less and less-accessible between-combat healing, and returning to spell slots as a potentially substantial healing resource. You don't, strictly-speaking, /have/ a dedicated healer like you used to in 1e, the classes that do have a lot of support contributions to make are flexible enough to make others, instead, at need. Now the strength of 5e is that a DM can make what he wants of it, and I don't doubt anecdotes can be found of it 'working' with an outré party configuration for that reason. Heck, I've heard people claim they had 1e campaigns work without adequate healing. But, it's not just healing that a no-magic party is going to lack. Lacking in-combat healing is going to be bad enough, but also lacking all the other contributions support-oriented characters have always made, as well as blasting, 'control,' and so forth, is not something that's going to be smoothly compensated for or just take care of itself. It'd take more than a few more sub-classes of the same 3 DPR-focused full classes to make up the difference. I'd think two full classes are called, for, each with several sub-classes. (Or, I suppose one very versatile class with many sub-classes.) They might survive for a while, like an all-Striker 4e party, but I can't grant the limited selection of no-caster sub-classes currently in 5e (even including the few in SCAG) as being 'viable.' You have too limited a range of contributions to the party's success, you can't handle everything a more complete party can, and you run into issues of even differentiating the party members. [/QUOTE]
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Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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