One of my least favorite aspects of DnD is how overpowered magic is. Death is rarely a consequence, disease can be cured with a snap of the fingers, most problems have a simple magic solution with the biggest obstacle being “I take a long rest to change my spells” Material classes are out classes and have to rely on powerful items or buffs to even come close to the power of magic users. Even the most powerful martial classes need a magic subclass
I’ve only played 5e and I don’t have a problem with magic in general but I feel it’s way to powerful. And anytime I try to make a work around I get told I am either a bad DM, a railroader, not using mechanics correctly, or breaking the game.
An example was that I wanted to do an arc with an infected village and knew the wizard had access to, but not prepared, cure disease. I had three options that I asked online about to crowd source.
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They are infect with a parasite, cure disease would not remove them.
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Cure disease would cure the individual but they would get reinfected shortly after because the source wasn’t removed.
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It was time sensitive and waiting to change spells would result in some people dying.
Option one was my favorite because it seemed like a plausible workaround, I was told that I would be punishing my wizard by making his spell useless, despite my plan being to tell them that the spell failed when an NPC tried.
Option two was was called out for wasting the wizards spell slots and forcing the narrative I wanted by taking agency from the players.
Option three is one I absolutely didn’t want to do and was made in desperation when my other ideas were shot down. Also called out for forcing a narrative and removing agency.
So on top of being overpowered, in my opinion for the campaigns and arcs I want to run, the community at large chastise me for trying to make work arounds. So is there an option out there other than just telling the table that it’s a low magic setting and spells don’t work like they are written?
submitted by /u/TruePurpleGod
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r/DnD One of my least favorite aspects of DnD is how overpowered magic is. Death is rarely a consequence, disease can be cured with a snap of the fingers, most problems have a simple magic solution with the biggest obstacle being “I take a long rest to change my spells” Material classes are out classes and have to rely on powerful items or buffs to even come close to the power of magic users. Even the most powerful martial classes need a magic subclass I’ve only played 5e and I don’t have a problem with magic in general but I feel it’s way to powerful. And anytime I try to make a work around I get told I am either a bad DM, a railroader, not using mechanics correctly, or breaking the game. An example was that I wanted to do an arc with an infected village and knew the wizard had access to, but not prepared, cure disease. I had three options that I asked online about to crowd source. They are infect with a parasite, cure disease would not remove them. Cure disease would cure the individual but they would get reinfected shortly after because the source wasn’t removed. It was time sensitive and waiting to change spells would result in some people dying. Option one was my favorite because it seemed like a plausible workaround, I was told that I would be punishing my wizard by making his spell useless, despite my plan being to tell them that the spell failed when an NPC tried. Option two was was called out for wasting the wizards spell slots and forcing the narrative I wanted by taking agency from the players. Option three is one I absolutely didn’t want to do and was made in desperation when my other ideas were shot down. Also called out for forcing a narrative and removing agency. So on top of being overpowered, in my opinion for the campaigns and arcs I want to run, the community at large chastise me for trying to make work arounds. So is there an option out there other than just telling the table that it’s a low magic setting and spells don’t work like they are written? submitted by /u/TruePurpleGod [link] [comments]
One of my least favorite aspects of DnD is how overpowered magic is. Death is rarely a consequence, disease can be cured with a snap of the fingers, most problems have a simple magic solution with the biggest obstacle being “I take a long rest to change my spells” Material classes are out classes and have to rely on powerful items or buffs to even come close to the power of magic users. Even the most powerful martial classes need a magic subclass
I’ve only played 5e and I don’t have a problem with magic in general but I feel it’s way to powerful. And anytime I try to make a work around I get told I am either a bad DM, a railroader, not using mechanics correctly, or breaking the game.
An example was that I wanted to do an arc with an infected village and knew the wizard had access to, but not prepared, cure disease. I had three options that I asked online about to crowd source.
-
They are infect with a parasite, cure disease would not remove them.
-
Cure disease would cure the individual but they would get reinfected shortly after because the source wasn’t removed.
-
It was time sensitive and waiting to change spells would result in some people dying.
Option one was my favorite because it seemed like a plausible workaround, I was told that I would be punishing my wizard by making his spell useless, despite my plan being to tell them that the spell failed when an NPC tried.
Option two was was called out for wasting the wizards spell slots and forcing the narrative I wanted by taking agency from the players.
Option three is one I absolutely didn’t want to do and was made in desperation when my other ideas were shot down. Also called out for forcing a narrative and removing agency.
So on top of being overpowered, in my opinion for the campaigns and arcs I want to run, the community at large chastise me for trying to make work arounds. So is there an option out there other than just telling the table that it’s a low magic setting and spells don’t work like they are written?
submitted by /u/TruePurpleGod
[link] [comments]