Site icon Melestrua's Musings

Has magic become too ubiquitous?

I will return to the theme of disability and prosthetics next week, but for now here’s something completely different which has been brewing for a while.

Regular readers of my blog will know that I started off playing D&D in the 80s with the BECMI boxed sets and Mystara gazetteers, then had a long break, before being encouraged back when my children started asking about it in the mid 2010s. I quickly upgraded to fifth edition (which had been out for a year or two at that point), and have played in 5e ever since.

Over the years of playing 5e, there have been a few things about it which feel wrong or strange or I just don’t get. I’ve written about resting and healing before, and I struggle with money and how much things should cost. But today I want to talk about a couple of nebulous feelings which have felt odd, but have taken me five years to pin down exactly why.

It started to crystallise with a blog post I read last July saying how D&D classes are more differentiated than in other systems. Unfortunately I have lost track of what the post was, despite commenting on it and deciding then and there it deserved a response – if you can help me track it down I’ll update this post to link to it.

My reaction on reading it was “really? That’s not my experience. All classes feel the same to me [as a GM].” Thinking more about it, I think a lot of that is to do with spell-casting. So here’s my response – D&D classes in 5e have become rather homogenous, and spell-casting is a large part of this.

BECMI classes

Back when I started playing D&D with the basic (BECMI) boxed sets, there were seven classes: Fighter, Cleric, Thief, Dwarf, Elf and Halfling (yes, the demi-humans were effectively classes rather than races).

Really not much magic at all. No cantrips, so magic users/elves got one spell at level one and that was it, clerics didn’t get a spell until level 2. And definitely a different feel between all the classes.

Druids appear in the Companion set for Clerics of level 9+, and the Master set introduces Weapon Mastery, increasing the melee impact for Fighters in particular, but the customisation options in general are limited. The gazetteers started to introduce skills, but they were very specific and often very profession-related.

Of course the Cleric and Magic User got more spells with every level, finishing with 9 spells of each level (up to 7th for Clerics and 9th for Magic Users) by level 36, so if they survive, Magic Users end up the most powerful.

Advanced D&D

What about Advanced D&D, which some of my friends played instead? Not actually much difference, although there the races are separate from the classes (to a degree; non-human races are restricted in which classes they can be and what level they can reach). There are some subclasses – the Druid as a subclass of Cleric, the Paladin and Ranger as subclasses of the Fighter, the Assassin as a subclass of the Thief – and there’s a Monk. Still no cantrips, though, and the Magic User gets a spell at first level, but so does the Cleric (and the Druid gets two). The Paladin doesn’t get spells or turning until level 9, and the Ranger only starts getting spells at level 8.

Fifth Edition classes

So we come to fifth edition. Twelve classes instead of four (or seven including the demi-humans), and races are definitely separate.

We get the addition of the Barbarian, Bard, Sorcerer and Warlock, plus the Druid from AD&D/Companion set and the Monk, Paladin and Ranger from AD&D, but as full-blown classes rather than variants. Thieves become Rogues and Magic Users become Wizards.

Of these, the Bard, Druid, Paladin, Ranger, Sorcerer and Warlock are spell-casters. We also have the Eldritch Knight bringing spell-casting to Fighters and the Arcane Trickster bringing spell-casting to Rogues. And the Cleric and Wizard retain their spell-casting, with the Cleric getting their spells from the start. So that’s eight of the twelve are spell-casters, and two of the other four can be as well.

Much more significantly, we now have cantrips which can be cast at will, and these can do as much damage as a melee weapon, if not more – think of Fire Bolt (Sorcerer + Wizard), Eldritch Blast (Warlock) and Hail of Thorns (Ranger) which all do 1d10 damage on a successful hit. Clerics get Sacred Flame and Druids get Produce Flame with 1d8 damage. (Bards with Vicious Mockery (1d4) and Paladins with no cantrips are definitely the poor relations here.)

Remember melee weapons have to go two-handed to reach 1d10, otherwise they’re capped at 1d8 at best. So suddenly, instead of being weaker at lower levels to counteract the power later, spellcasters start at least as strong in battle as weapon fighters. Why would you play a non-spell-caster?

I noticed this effect recently during my escape module. Due to various scheduling reasons and life changes, our group of six at the start lost both the Wizard and the Warlock, so we ended up with the only spell-caster being the Druid, for whom Wild Shape was the best battle option, and the Ranger who didn’t have any offensive spells. I realised I had to scale back my final encounter to make it achievable with the four remaining characters (Fighter, Druid, Ranger and Rogue) because the lack of spell-casting meant they could do less damage per round than I was used to from a 5th-level party.

So now battles are all “I cast…” from almost everyone, with the player who decided to go for a non-spell-caster doing small amounts of damage round the edges and trying not to get too badly battered while up there in the teeth of the opposition.

More options = less distinction

Another thing about fifth edition compared to BECMI is the sheer number of options at play when constructing a character, and maybe this also feeds into my feeling of homogeneity.

So that gives lots of different options for customisation. Surely that means each character is different?

Well, yes, but in some ways the very plethora of options reduces the distinctions.

This means that what your character is like and what it can do is much less set by the class than it was in BECMI, and there are many more options for variation. This means the distinctions between characters is much more finely-grained, and so as a GM the characters all feel very similar. The bigger distinctions from my side of the screen are what Skills they are proficient in and whether they can cast spells (which in my experience is almost certainly yes, so that’s not really a distinction).

Conclusions

So, all classes feel similar to me as GM, and I keep getting surprised by all these options. Is that a problem? Ultimate question: would I rather go back to the BECMI character set?

No.

The number and variety of options, and the fact that there are different character aspects which get merged into the final character means that it’s much more likely that you can create a character that fits the concept you want to play – though realistically who your character is will emerge through play, so don’t spend too much time crafting a back story you’ll never use…

(Not so keen on the plethora of playable races, particularly once the many supplements are brought in – I just don’t see a world in which there is so much intermingling to support a group consisting of a cat, an elephant, someone descended from a demon, an elf who grew up underground and can’t go out in the sun, and a speechless raven – and then the people they meet don’t blink an eye at the weird combination. In my view the different races would tend to cluster with their own. But that’s not the question here.)

The availability of cantrips for spell-casters avoids that horrible “oh, I’ve already used my one Sleep spell. I guess I try to throw a dagger, then, because I’m too fragile to get close” experience for Magic Users.

But having said that, I do feel it has swung too far the other way – particularly the cantrips. They are equivalent in power to weapons, and then spell-casters get other spells as well, so why would anyone play a class that doesn’t get offensive cantrips?

Bonus thought, the increase in magic was brought home to me again when I was creating dragon’s hoards for Treasure – realistically it’s messy. In BECMI, the dragon’s hoard had a 15% chance of having magic items. In 5e, a CR11-16 monster has an 85% chance of having magic items. Even CR0-4 monsters have a 64% chance of magic items in their hoard, and CR5-10 have a 72% chance.

Now, for an adult dragon’s hoard I’d argue it really ought to have magic items, so Fizban gets this right (though I’d have given the Wyrmling – age < 5 – maybe a 50% chance and Young dragons – ages 5-99 – still a chance of not having magic items, particularly at the younger ages). But I’m not sure about spreading that across all monster types.

Final conclusion…er…well, I don’t really have one. It doesn’t feel quite right, but I don’t want to go back to the old option either, so I guess I’ll have to live with it. Thank you for listening to my rambling.

Exit mobile version