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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="Corpsetaker" data-source="post: 6836577" data-attributes="member: 6776548"><p>First of all I just want to say "well done" to the OP for a brilliant topic!</p><p></p><p>I feel the magic system is the way it is because of several things: Lazy design (magic vs non-magic), designer preference, and simplicity. </p><p></p><p>I for one completely agree with the OP and this is one of the main reasons why 5th edition has fallen by the wayside with us and we've decided to go back to 1st/2nd edition. I feel like the designers have loaded this edition down with so much magic because it's easier to balance the classes. I personally never had an issue with the whole "magic vs mundane" but apparently the designers do. I also feel like this didn't come about because of the playtest, which I've seen mentioned here. I remember the surveys and the magic system was never ever mentioned. I feel like the playtest was actually done poorly because the questions were never aimed at the possibility of scrapping a part of the deep core mechanics and starting over if people didn't like it. Yes there was an options section but there was so much else to write in there you simply either ran out of room or had to prioritize. </p><p></p><p>I agree with everything the OP has said. When we were playing 5th edition the Wizard, Sorcerer, Bard, and Druid never bothered writing down a weapon on their character sheet. The design of the magic system in 5th edition has made things redundant. I still can't believe they didn't at least try and make the spell lists unique to the classes. I could understand subclasses that are part of the main class sharing a spell list but the ease of cross spell lists has taken away a bit of the uniqueness. I have a feeling this is part of the reason why we are seeing such a resurgence in the 1st/2nd/OSR D&D games. Basically what they did was make the classes into walking magic items. What's the point in making magic items an extra if you are going to load up the classes full of magic? </p><p></p><p>Now in my personal games I got rid of at-wills. I made it an automatic 5 times per long rest for all classes. It's helped a little but not much.</p></blockquote><p></p>
[QUOTE="Corpsetaker, post: 6836577, member: 6776548"] First of all I just want to say "well done" to the OP for a brilliant topic! I feel the magic system is the way it is because of several things: Lazy design (magic vs non-magic), designer preference, and simplicity. I for one completely agree with the OP and this is one of the main reasons why 5th edition has fallen by the wayside with us and we've decided to go back to 1st/2nd edition. I feel like the designers have loaded this edition down with so much magic because it's easier to balance the classes. I personally never had an issue with the whole "magic vs mundane" but apparently the designers do. I also feel like this didn't come about because of the playtest, which I've seen mentioned here. I remember the surveys and the magic system was never ever mentioned. I feel like the playtest was actually done poorly because the questions were never aimed at the possibility of scrapping a part of the deep core mechanics and starting over if people didn't like it. Yes there was an options section but there was so much else to write in there you simply either ran out of room or had to prioritize. I agree with everything the OP has said. When we were playing 5th edition the Wizard, Sorcerer, Bard, and Druid never bothered writing down a weapon on their character sheet. The design of the magic system in 5th edition has made things redundant. I still can't believe they didn't at least try and make the spell lists unique to the classes. I could understand subclasses that are part of the main class sharing a spell list but the ease of cross spell lists has taken away a bit of the uniqueness. I have a feeling this is part of the reason why we are seeing such a resurgence in the 1st/2nd/OSR D&D games. Basically what they did was make the classes into walking magic items. What's the point in making magic items an extra if you are going to load up the classes full of magic? Now in my personal games I got rid of at-wills. I made it an automatic 5 times per long rest for all classes. It's helped a little but not much. [/QUOTE]
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Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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