Yes earlier editions of D&D had greater material component requirements but not a lot of tables used them much outside of the resurrection type spells you mention but those still have such costs. I cannot remember any other systems that did.
So... What's your point? D&D is currently using spell component costs to gate the use of certain high-level spells. Are you arguing that it shouldn't? Are you arguing that it should, but only in the context of the existing spell slot system? It's very difficult to draw a coherent thesis out of your posts here.
No. The suggestion seemed to be that it should do more of that and I was questioning that suggestion. Perhaps I misunderstood, though?
Personally Wizards don't really do a lot besides having a bunch of different spells. just like how fighters are your generic but really good martial, wizards are just really good but generic spellcasters.
Ribbon features are good for flavor, ESPECIALLY in this day & age where flavor is being stripped for weird accounting reasons from higher authorities at BlackRock & Hasbro.
There should be a 9th-level cold damage spell by now.
Grease should be flammable in 5e. It's GREASE.
I REALLY dislike these "Summon X" spells from a design perspective, as they have become a thing subclasses are now dependent on thanks to a few boisterous peoples' hatred of minion/pet features at THEIR table.
There should be more rules for more esoteric familiars, ESPECIALLY partnering with another PC to act as such.
Why Slay Dragons When You Can Go Fishing? by IO Publishing is a perfect fit for Partnered Content here.
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DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
a new hot take iv developed is that 2024 is just boring it adds nothing new besides homebrew fixes its gotten to the point were iv been enjoying other TTRPGs more like pf2e and Masks
a new hot take iv developed is that 2024 is just boring it adds nothing new besides homebrew fixes its gotten to the point were iv been enjoying other TTRPGs more like pf2e and Masks
What about the 2014 rules suddenly changed for the worse, though? If you didn't like those, wouldn't you already have been playing pf or D&D 3.5 or earlier instead? (Edit: for the record, I do not mean that as any sort of endorsement for or against 2024, either. I have not personally purchased any of it. But I don't go around slagging anyone who has, either. Their table is their table).
i was new and still learning 5e and just started learning other systems and ik 5e is simple but it feels way to simple for some things
This leads in to one of my hot takes. Players in 2025 feel like they are used to having so much fed to them that they not only expect that, but no longer simply adapt things for their own tables. If it is too simple for your table, add your own complexity.
A lot of the people playing Dungeons & Dragons would be better served for the type of game they want to play by playing another tabletop RPG entirely. If you're trying to play a horror game, or an investigation-focused game, or a game set in the present-day or the future, or a dark and gritty game....D&D doesn't do those things well, but plenty of other RPGs do.
There are thousands and thousands of tabletop RPGs beyond D&D, and so many people try to awkwardly recreate them by hacking D&D to get inferior versions. I'm begging you: take a look at the wider world of the hobby.
Ribbon features are good for flavor, ESPECIALLY in this day & age where flavor is being stripped for weird accounting reasons from higher authorities at BlackRock & Hasbro.
There should be a 9th-level cold damage spell by now.
Grease should be flammable in 5e. It's GREASE.
I REALLY dislike these "Summon X" spells from a design perspective, as they have become a thing subclasses are now dependent on thanks to a few boisterous peoples' hatred of minion/pet features at THEIR table.
There should be more rules for more esoteric familiars, ESPECIALLY partnering with another PC to act as such.
Why Slay Dragons When You Can Go Fishing? by IO Publishing is a perfect fit for Partnered Content here.
i 100% agree with this the summon spells were cool dont get me wrong but it feels like every theme subclass has "you can cast summon X once a day for free heres a small extra thing it can do then go long rest" not to mention all the features that can save you from going down it feels like 50% of subclasses have them too
Hot take: 5Es over reliance of subclasses has killed alot of chances for fun and good classes to come to dnd.
I disagree. Designing a class for every character concept takes a lot of work and would make rolling a character really overwhelming. How would you choose if you had three dozen classes to choose from?
Hot take: 5Es over reliance of subclasses has killed alot of chances for fun and good classes to come to dnd.
I disagree. Designing a class for every character concept takes a lot of work and would make rolling a character really overwhelming. How would you choose if you had three dozen classes to choose from?
thats pretty easy id choose by picking one jokes aside its not that hard you pick the one that best fits your character concept not sure why that one is a worry tbh
Hot take: 5Es over reliance of subclasses has killed alot of chances for fun and good classes to come to dnd.
My Hot Take: Everything is just 4 roles. Warrior, Priest, Magic User and Utility. And you could almost combine Priest and Magic User.
If you are going that vague on categories, why bother with categories at all? Divine magic is indeed also magic.... if you ignore the traditional differences between arcane and divine magic, it is like ignoring the fact that dps (which you do not even mention), tanking and healing are all arguably also forms of utility.
Every character comes under the role of character. Going that vague, why bother with a game?
My hot take is that subclasses are never allowed to fundamentally the base class. There isn't, for example, a druid subclass that causes you to stop being able to Wild Shape in exchange for an alternate ability. They should have brought back Prestige Classes that can actually change your character's base abilities.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Hot take: 5Es over reliance of subclasses has killed alot of chances for fun and good classes to come to dnd.
My Hot Take: Everything is just 4 roles. Warrior, Priest, Magic User and Utility. And you could almost combine Priest and Magic User.
If you are going that vague on categories, why bother with categories at all? Divine magic is indeed also magic.... if you ignore the traditional differences between arcane and divine magic, it is like ignoring the fact that dps (which you do not even mention), tanking and healing are all arguably also forms of utility.
Every character comes under the role of character. Going that vague, why bother with a game?
Utility is a one word version of "Non-Combat Utility" and I acknowledge the divine magic being a Magic User. With those roles, you can do a myriad of subclasses to specialize, meaning you don't need to have more classes to fix things.
Do you realize that people play games with even less details? Like "Game on a page" or "magazine length" games?
Hot take: 5Es over reliance of subclasses has killed alot of chances for fun and good classes to come to dnd.
If you're going to have classes at all, you shouldn't have a lot of them; because subclasses do less, you can have more of them without the system being completely bloated, and bloat is definitely an issue even with the current number of classes and subclasses.
My hot take is that subclasses are never allowed to fundamentally the base class. There isn't, for example, a druid subclass that causes you to stop being able to Wild Shape in exchange for an alternate ability. They should have brought back Prestige Classes that can actually change your character's base abilities.
Depends on execution. If they do it well, that could be really interesting and really change things up with plenty of new options. Done poorly, and it could break the whole point of classes and create a hot mess.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
There's not enough mechanical character customization available in D&D. In some other games, you have many options to pick from at every single level up, whereas in D&D, there might not be anything to choose at all. Multiclassing does help a bit with this, but not a lot.
My hot take is that subclasses are never allowed to fundamentally the base class. There isn't, for example, a druid subclass that causes you to stop being able to Wild Shape in exchange for an alternate ability. They should have brought back Prestige Classes that can actually change your character's base abilities.
that actually sounds really cool i wonder why they stopped doing that
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No. The suggestion seemed to be that it should do more of that and I was questioning that suggestion. Perhaps I misunderstood, though?
Wizards are just as boring as fighters.
Personally Wizards don't really do a lot besides having a bunch of different spells. just like how fighters are your generic but really good martial, wizards are just really good but generic spellcasters.
Ribbon features are good for flavor, ESPECIALLY in this day & age where flavor is being stripped for weird accounting reasons from higher authorities at BlackRock & Hasbro.
There should be a 9th-level cold damage spell by now.
Grease should be flammable in 5e. It's GREASE.
I REALLY dislike these "Summon X" spells from a design perspective, as they have become a thing subclasses are now dependent on thanks to a few boisterous peoples' hatred of minion/pet features at THEIR table.
There should be more rules for more esoteric familiars, ESPECIALLY partnering with another PC to act as such.
Why Slay Dragons When You Can Go Fishing? by IO Publishing is a perfect fit for Partnered Content here.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
a new hot take iv developed is that 2024 is just boring it adds nothing new besides homebrew fixes its gotten to the point were iv been enjoying other TTRPGs more like pf2e and Masks
What about the 2014 rules suddenly changed for the worse, though? If you didn't like those, wouldn't you already have been playing pf or D&D 3.5 or earlier instead? (Edit: for the record, I do not mean that as any sort of endorsement for or against 2024, either. I have not personally purchased any of it. But I don't go around slagging anyone who has, either. Their table is their table).
i was new and still learning 5e and just started learning other systems and ik 5e is simple but it feels way to simple for some things
This leads in to one of my hot takes. Players in 2025 feel like they are used to having so much fed to them that they not only expect that, but no longer simply adapt things for their own tables. If it is too simple for your table, add your own complexity.
A lot of the people playing Dungeons & Dragons would be better served for the type of game they want to play by playing another tabletop RPG entirely. If you're trying to play a horror game, or an investigation-focused game, or a game set in the present-day or the future, or a dark and gritty game....D&D doesn't do those things well, but plenty of other RPGs do.
There are thousands and thousands of tabletop RPGs beyond D&D, and so many people try to awkwardly recreate them by hacking D&D to get inferior versions. I'm begging you: take a look at the wider world of the hobby.
i 100% agree with this the summon spells were cool dont get me wrong but it feels like every theme subclass has "you can cast summon X once a day for free heres a small extra thing it can do then go long rest" not to mention all the features that can save you from going down it feels like 50% of subclasses have them too
Hot take: 5Es over reliance of subclasses has killed alot of chances for fun and good classes to come to dnd.
I disagree. Designing a class for every character concept takes a lot of work and would make rolling a character really overwhelming. How would you choose if you had three dozen classes to choose from?
thats pretty easy id choose by picking one
jokes aside its not that hard you pick the one that best fits your character concept not sure why that one is a worry tbh
My Hot Take: Everything is just 4 roles. Warrior, Priest, Magic User and Utility. And you could almost combine Priest and Magic User.
If you are going that vague on categories, why bother with categories at all? Divine magic is indeed also magic.... if you ignore the traditional differences between arcane and divine magic, it is like ignoring the fact that dps (which you do not even mention), tanking and healing are all arguably also forms of utility.
Every character comes under the role of character. Going that vague, why bother with a game?
My hot take is that subclasses are never allowed to fundamentally the base class. There isn't, for example, a druid subclass that causes you to stop being able to Wild Shape in exchange for an alternate ability. They should have brought back Prestige Classes that can actually change your character's base abilities.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Utility is a one word version of "Non-Combat Utility" and I acknowledge the divine magic being a Magic User. With those roles, you can do a myriad of subclasses to specialize, meaning you don't need to have more classes to fix things.
Do you realize that people play games with even less details? Like "Game on a page" or "magazine length" games?
If you're going to have classes at all, you shouldn't have a lot of them; because subclasses do less, you can have more of them without the system being completely bloated, and bloat is definitely an issue even with the current number of classes and subclasses.
Depends on execution. If they do it well, that could be really interesting and really change things up with plenty of new options. Done poorly, and it could break the whole point of classes and create a hot mess.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
There's not enough mechanical character customization available in D&D. In some other games, you have many options to pick from at every single level up, whereas in D&D, there might not be anything to choose at all. Multiclassing does help a bit with this, but not a lot.
that actually sounds really cool i wonder why they stopped doing that