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WotC Fireside Chat: Revised 2024 Player’s Handbook
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<blockquote data-quote="Oofta" data-source="post: 9328160" data-attributes="member: 6801845"><p>Not in my games. Magic rarely matters all that much unless it's a utility spell that can aid the entire party.</p><p></p><p>Wizard casts fly to get across the chasm without the fighter? Awesome! Split the party so I can attack the squishy wizard. Want to teleport away? Too bad, Inner Sanctum was cast here a thousand years ago and it's still active because it's permanent. Charm someone? They know you charmed them and you've made an enemy for life and possibly turned an important faction against you depending on circumstances. </p><p></p><p>Of course sometimes magic does cool things as well. In no way do I totally nerf them. But I also throw in cool things for the non-casters as well. If the story calls for opening a teleportation circle to the other side of the world, I see that as a spell tax, not the wizard controlling the narrative. After all the DM is the one that set up the situation so that there was a need for the teleportation circle. </p><p></p><p>The truly important campaign changing things in my games are the choices the PCs make and the interactions with NPCs. The fighter is more combat focused. It doesn't mean they're sitting on the sidelines while the adults do all the important stuff. It's a team game, different players have different roles. Thank goodness.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9328160, member: 6801845"] Not in my games. Magic rarely matters all that much unless it's a utility spell that can aid the entire party. Wizard casts fly to get across the chasm without the fighter? Awesome! Split the party so I can attack the squishy wizard. Want to teleport away? Too bad, Inner Sanctum was cast here a thousand years ago and it's still active because it's permanent. Charm someone? They know you charmed them and you've made an enemy for life and possibly turned an important faction against you depending on circumstances. Of course sometimes magic does cool things as well. In no way do I totally nerf them. But I also throw in cool things for the non-casters as well. If the story calls for opening a teleportation circle to the other side of the world, I see that as a spell tax, not the wizard controlling the narrative. After all the DM is the one that set up the situation so that there was a need for the teleportation circle. The truly important campaign changing things in my games are the choices the PCs make and the interactions with NPCs. The fighter is more combat focused. It doesn't mean they're sitting on the sidelines while the adults do all the important stuff. It's a team game, different players have different roles. Thank goodness. [/QUOTE]
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