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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="The Crimson Binome" data-source="post: 6848983" data-attributes="member: 6775031"><p>I used to agree, before direct experience taught me otherwise. The spell slots that a Cleric <em>could</em> cast on healing are more efficiently used for buffs and - very occasionally - offensive damage/removal spells. Not that there's anything wrong with buying permanent magic items, mind, but it's just much cheaper to buy the healing (and use spell slots to buff) rather than buying useful wondrous items (and using spell slots to heal).</p><p></p><p>The sad fact of D&D is that each character has a finite number of adventuring days in them. Every dragon you slay brings you one day closer to retirement. Even though you might look at expendable items, and think it's silly to spend permanent wealth on temporary buffs/recovery, the reality is that permanent items only have finite use - it doesn't matter whether you have fifty scrolls of Invisibility, or a ring of infinite Invisibility, if you only get fifty opportunities to use it before the campaign is over.</p><p></p><p>The clearest example of this phenomenon comes from Final Fantasy (the original, which is just an unlicensed D&D game). A white mage could learn the PURE spell for 4000 gp, allowing you to remove poison by spending a level 4 spell slot; or you could use that cash to buy 50 PURE potions, allowing you to remove poison a total of fifty times without spending a spell slot. Given that you'd only be playing the game for forty hours total, and only fighting a couple hundred fights against monsters that<em> could</em> poison you, it's generally the better move to go with the potions.</p><p></p><p>The Wand of Cure Light Wounds, and the whole expected economy which supported it, made out-of-combat healing into something that wasn't the Cleric's job anymore. It wasn't necessary, and trying to fulfill the old roles under the new paradigm was a lesson of inefficiency.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6848983, member: 6775031"] I used to agree, before direct experience taught me otherwise. The spell slots that a Cleric [I]could[/I] cast on healing are more efficiently used for buffs and - very occasionally - offensive damage/removal spells. Not that there's anything wrong with buying permanent magic items, mind, but it's just much cheaper to buy the healing (and use spell slots to buff) rather than buying useful wondrous items (and using spell slots to heal). The sad fact of D&D is that each character has a finite number of adventuring days in them. Every dragon you slay brings you one day closer to retirement. Even though you might look at expendable items, and think it's silly to spend permanent wealth on temporary buffs/recovery, the reality is that permanent items only have finite use - it doesn't matter whether you have fifty scrolls of Invisibility, or a ring of infinite Invisibility, if you only get fifty opportunities to use it before the campaign is over. The clearest example of this phenomenon comes from Final Fantasy (the original, which is just an unlicensed D&D game). A white mage could learn the PURE spell for 4000 gp, allowing you to remove poison by spending a level 4 spell slot; or you could use that cash to buy 50 PURE potions, allowing you to remove poison a total of fifty times without spending a spell slot. Given that you'd only be playing the game for forty hours total, and only fighting a couple hundred fights against monsters that[I] could[/I] poison you, it's generally the better move to go with the potions. The Wand of Cure Light Wounds, and the whole expected economy which supported it, made out-of-combat healing into something that wasn't the Cleric's job anymore. It wasn't necessary, and trying to fulfill the old roles under the new paradigm was a lesson of inefficiency. [/QUOTE]
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General Tabletop Discussion
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Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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