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Streamlined 5e: Spell Philosophy

🕑 Added 2025-08-19 12:00:22 +0000 UTC

Comments

Douglas Terbush

For gaining spells, add in trainers (master) for wizards. It's good for roleplay and is an easy way for a DM to assign a quest. For dealing with rope trick or leomonds or short/long rests, rather than changing the mechanic, take a page from Matthew Colville, each rest adds resources to the boss. You appear to be using monster roles (champion for bugbear). Why not have a Boss type, and with each rest the party takes, he gains one ability, give him 2-3 abilities and after that, its a +1 to hit and + a specific number of hit points beyond that. Essentially the more rests the party takes, the worse the boss is, now the party agonizes on if to take a rest or to push on. If the mage gets less spells but more useful cantrips, why not really shuffle the cards, put in the sorcerer and they get more spells prepared but they have to be prepared to cast like 1E, so no slots.

Bailey Irwin

I agree strongly with your general philosophy, but ironically I don't like that Mystic Barrier spell at all. it's too wordy, too fussy, and it's doing stuff I'm not sure a cantrip should be doing. Why do we need a cantrip that blocks movement AND forces movement AND causes damage? With respect, that seems like the opposite of "streamlined" to me.

Samir El Aouar

Just a few notes :-) I prefer cantrips as utilitarian and non offensive effects. I think better spells have effects even if they deal damage. As for example, fireball could a) knock back or push targets 5 feet away from the explosion center b) fill the room with smoke, c) start a fire, d) burn targets for 1dx rounds. Other example is cone of cold (5th) level: it doesn't deal much damage but it could cause a condition (i.e. frostbite). Another option I see is add these effects as part of a spellcaster's feats or class/subclass feature.


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