The new way of preparing spells is a number of spells equal to the amount of slots of different levels that you have, rather than the typical LVL + Spellcasting Mod we have now. I overall really like this new version of preparing, instead of just swapping out the low level spells for the higher level ones, you have a limited amount of higher level spells to pick from, adding some tactics to your choice of spell. It feels like a "constraints give you customization" type situation! Overall, it slightly nerfs the amount of spells you get at the end of the game, but when it comes to midgame, it doesn't change things much. Levels 1-2 for bards is severely nerfed but past that it's basically the same in power level. I like the new version of preparing spells! Due to the limited amount of higher level spells you can prep, you can't just take all the good high level ones and then use them when it's most convenient, as you can only prep certain amounts of spells for each level. Thus, each choice of spell feels significant and playstyle altering. I really hope the rest of the prepared casters and wizards get a system like this!
I did notice this, obviously bard still get their additional spells from Magical Secrets and Songs of Restoration. Magical Secrets now allows a bard to prepare two spells from a specific spell list and additional magical secrets does the same but must be a different list to magical secrets. Preparing spells rather than learning spells seems quiet a bit more powerful...
I'm not a fan of this change. Why take that choice out of my hands? If I'm a 5th level Wizard and I want to take more 3rd level spells than I could realistically cast in a day, why can't I? I like the idea of being able to take Magic Missile and then a bunch of 3rd-level stuff if I so choose, even knowing it limits my versatility unless I'm casting something big.
I'm not a fan of this change. Why take that choice out of my hands? If I'm a 5th level Wizard and I want to take more 3rd level spells than I could realistically cast in a day, why can't I? I like the idea of being able to take Magic Missile and then a bunch of 3rd-level stuff if I so choose, even knowing it limits my versatility unless I'm casting something big.
We don't know if this will be applied to Wizards yet, we will need to see. Wizard has usually been different in how it acquires and prepares spells to any other class.
You know what I mean though, right? I used Wizard because they were most likely (off the top of my head) to want a broader selection of big spells than they necessarily will be able to cast. If I'm a Cleric, I get two 3rd-level spells under these rules, and one of them is always always always going to be Revivify. It's frustrating that I'd have to take a bunch of the mostly-useless 2nd-level Cleric spells instead of being able to swap one out for healer tax.
It also makes multiclassing really weird. The multiclass description for spell slots is a confusing mess and doesn't mesh with how it works in 5e, because each class explicitly gets its own spell list based on spell slots, but in 5e you get a number of slots based on adding your class levels together. In 5e if I have a 2nd level Sorcerer, I have three 1st-level slots; multiclassing into Cleric means I now have four 1st-level and two 2nd-level slots; I won't be able to prepare 2nd-level spells, but I get a bunch of versatility from two spell lists I can mix and match from on a whim, plus the choice of upcasting. The playtest rules here would mean my 2Sorceror/1Cleric instead just has... five 1st-level spell slots. And five 1-level spells. The whole point of multiclassing is versatility, and it's so much more limited this way.
You know what I mean though, right? I used Wizard because they were most likely (off the top of my head) to want a broader selection of big spells than they necessarily will be able to cast. If I'm a Cleric, I get two 3rd-level spells under these rules, and one of them is always always always going to be Revivify. It's frustrating that I'd have to take a bunch of the mostly-useless 2nd-level Cleric spells instead of being able to swap one out for healer tax.
It is very likely that just like Clerics now, there will be certain spells that will count as always prepared depending upon your Domain.
You know what I mean though, right? I used Wizard because they were most likely (off the top of my head) to want a broader selection of big spells than they necessarily will be able to cast. If I'm a Cleric, I get two 3rd-level spells under these rules, and one of them is always always always going to be Revivify. It's frustrating that I'd have to take a bunch of the mostly-useless 2nd-level Cleric spells instead of being able to swap one out for healer tax.
It also makes multiclassing really weird. The multiclass description for spell slots is a confusing mess and doesn't mesh with how it works in 5e, because each class explicitly gets its own spell list based on spell slots, but in 5e you get a number of slots based on adding your class levels together. In 5e if I have a 2nd level Sorcerer, I have three 1st-level slots; multiclassing into Cleric means I now have four 1st-level and two 2nd-level slots; I won't be able to prepare 2nd-level spells, but I get a bunch of versatility from two spell lists I can mix and match from on a whim, plus the choice of upcasting. The playtest rules here would mean my 2Sorceror/1Cleric instead just has... five 1st-level spell slots. And five 1-level spells. The whole point of multiclassing is versatility, and it's so much more limited this way.
Presumably the number of prepared spells you get access too from multiclassing will not look at the multiclassing table but the class spellcasting table for each class. We will see tho, the multiclassing table will just be for what spell slots you have.
As far as has been seen so far, spells gained from features and feats won't count towards the limit, so if you get revivify from your subclass, that won't count towards your limit of spells for 3rd level. I do get what you mean however, at 9th level spellcasting, you can only have a single 9th level spell prepared at any given time, which is a little limiting. But overall this new method gives most classes more prepared spells overall and there is still upcasting... or downcasting for Hunters with Conjure Barrage.
I noticed this too and do not like it. Preparing multiple top-level spells for the one actual slot they have available to use allows flexibility and versatility that is lacking in this version.
Stat+Level preparation was a brilliant innovation that AFAIK never got any complaints. If it ain't broke, don't fix it.
You know what I mean though, right? I used Wizard because they were most likely (off the top of my head) to want a broader selection of big spells than they necessarily will be able to cast. If I'm a Cleric, I get two 3rd-level spells under these rules, and one of them is always always always going to be Revivify. It's frustrating that I'd have to take a bunch of the mostly-useless 2nd-level Cleric spells instead of being able to swap one out for healer tax.
It also makes multiclassing really weird. The multiclass description for spell slots is a confusing mess and doesn't mesh with how it works in 5e, because each class explicitly gets its own spell list based on spell slots, but in 5e you get a number of slots based on adding your class levels together. In 5e if I have a 2nd level Sorcerer, I have three 1st-level slots; multiclassing into Cleric means I now have four 1st-level and two 2nd-level slots; I won't be able to prepare 2nd-level spells, but I get a bunch of versatility from two spell lists I can mix and match from on a whim, plus the choice of upcasting. The playtest rules here would mean my 2Sorceror/1Cleric instead just has... five 1st-level spell slots. And five 1-level spells. The whole point of multiclassing is versatility, and it's so much more limited this way.
Presumably the number of prepared spells you get access too from multiclassing will not look at the multiclassing table but the class spellcasting table for each class. We will see tho, the multiclassing table will just be for what spell slots you have.
As far as has been seen so far, spells gained from features and feats won't count towards the limit, so if you get revivify from your subclass, that won't count towards your limit of spells for 3rd level. I do get what you mean however, at 9th level spellcasting, you can only have a single 9th level spell prepared at any given time, which is a little limiting. But overall this new method gives most classes more prepared spells overall and there is still upcasting... or downcasting for Hunters with Conjure Barrage.
You prepare Spells for each of your Classes individually, referring to the Spell Slots of an individual Class to determine the number and levels of the Spells you prepare for it.
So... the MC rules are more clear that you use each class's own table when preparing spells for that class.
I feel like this is kind of a loss for prepared spellcasters, but it looks a bit like the plan is for all spellcasters to be prepared casters going forward. So while it kind of sucks that a max level Cleric can't have multiple 9th level spells prepared in a day just for the additional options, for a Bard who, prior to this, had to just select specific spells at level up and just stay with them, the ability to swap the spell in order to have access to a very specific spell to tackle whatever conflict they're anticipating is a pretty big improvement.
If nothing else I think this might lead to some situationally valuable spells that most players just ignore to get some more use, since you can just kind of pull them out whenever the situation calls for them.
If I could have a hope, though, it would be for, at the very least, the "Mage" classes to be given the option to prepare an additional number of spells equal to their spellcasting modifier. Just a little something to help reinforce the idea that these are the dedicated masters of magic compared to everyone else.
I feel like this is kind of a loss for prepared spellcasters, but it looks a bit like the plan is for all spellcasters to be prepared casters going forward. So while it kind of sucks that a max level Cleric can't have multiple 9th level spells prepared in a day just for the additional options, for a Bard who, prior to this, had to just select specific spells at level up and just stay with them, the ability to swap the spell in order to have access to a very specific spell to tackle whatever conflict they're anticipating is a pretty big improvement.
If nothing else I think this might lead to some situationally valuable spells that most players just ignore to get some more use, since you can just kind of pull them out whenever the situation calls for them.
If I could have a hope, though, it would be for, at the very least, the "Mage" classes to be given the option to prepare an additional number of spells equal to their spellcasting modifier. Just a little something to help reinforce the idea that these are the dedicated masters of magic compared to everyone else.
Honestly I like that you can't pull multiple 9th level spells out. A 9th level spell is the pinnacle of mortal achievement, a magnum opus. Having one just makes sense. Yes, most people will just pick wish but thematically and game balance wise this just makes so much sense. The highest powered abilities should be more rare in usage in my opinion.
The new way of preparing spells is a number of spells equal to the amount of slots of different levels that you have, rather than the typical LVL + Spellcasting Mod we have now. I overall really like this new version of preparing, instead of just swapping out the low level spells for the higher level ones, you have a limited amount of higher level spells to pick from, adding some tactics to your choice of spell. It feels like a "constraints give you customization" type situation! Overall, it slightly nerfs the amount of spells you get at the end of the game, but when it comes to midgame, it doesn't change things much. Levels 1-2 for bards is severely nerfed but past that it's basically the same in power level. I like the new version of preparing spells! Due to the limited amount of higher level spells you can prep, you can't just take all the good high level ones and then use them when it's most convenient, as you can only prep certain amounts of spells for each level. Thus, each choice of spell feels significant and playstyle altering. I really hope the rest of the prepared casters and wizards get a system like this!
While I'm a fan of buffing know-casters to be prep-casters, I am not a fan of making the game even less reliant on your stats and even more reliant on your level, which is how they implemented this change. If they propagate the change to other casters wholesale, as I expect, it will only exacerbate the problem 5E already has where it's unreasonably easy to make e.g. a Sorcerer whose Charisma score is completely irrelevant to the game. Levels, like classes, are bad for the game, and making every character feel the same regardless of ability scores is also bad, so why lean into both of those instead of neither, by reducing level dependency and increasing ability score dependency?
The worst offender in the UA, imho, is Bards, as Bardic Inspiration now has no dependence whatsoever on Charisma. If Bards aren't going to be Charismatic, why make them have Cha 13 in order to multiclass? Why refer to Charisma as their primary ability score if none of their features use it?
I'm not a fan of this change. Why take that choice out of my hands? If I'm a 5th level Wizard and I want to take more 3rd level spells than I could realistically cast in a day, why can't I? I like the idea of being able to take Magic Missile and then a bunch of 3rd-level stuff if I so choose, even knowing it limits my versatility unless I'm casting something big.
I like this change because it reduces, "I became level 5, I'm going to prepare a bunch of different ultra power spells to asspull in the right situations" to choosing something meaningful, the pinnacle of your current skill level in magic. It makes caster progression far more unique in my eyes and although it's less choice, it's more meaningful choice
I'm not a fan of this change. Why take that choice out of my hands? If I'm a 5th level Wizard and I want to take more 3rd level spells than I could realistically cast in a day, why can't I? I like the idea of being able to take Magic Missile and then a bunch of 3rd-level stuff if I so choose, even knowing it limits my versatility unless I'm casting something big.
I like this change because it reduces, "I became level 5, I'm going to prepare a bunch of different ultra power spells to asspull in the right situations" to choosing something meaningful, the pinnacle of your current skill level in magic. It makes caster progression far more unique in my eyes and although it's less choice, it's more meaningful choice
No, but what it actually does is goes from "I'm going to prepare a variety of powerful spells that cover a variety of situations" to "I'm going to prepare the best third level spell with my one preparation."
I get why they're doing this, but telling spellcasters "You can only pick this many spells of this level" would completely ruin half of my cool and unique builds that use a lot of spells of the same level. For example, I played a diviner wizard controller who had about a gazillion different level 1 spells, and with these rules I'd actually have to cut a few of those and redesign my build. So I don't know about this change, I don't really like it.
It is a nerf to spell casters, but a think it is a needed one.
Spellcasters just get to many high level spells, and have to much power AND versatility. Look at a 5th level wizard, right now they can prepare Fireball, Fly, and Major Image. Fly and Major Image are incredibly powerful utility spells that can completely trivialize encounters, but they are somewhat situational. They are not the type of spells that you will want to cast every day, but hey no problem if you don't need to cast one of them you can always cast fireball. I don't think I have ever had an a adventuring day in D&D where there wasn't at least one time I would want to cast a fireball.
I don't necessarily think that casters have to much power or versatility, they just have to much power and versatility without having to make any hard choices or sacrifices for it. If martial characters are ever going to be balanced against casters, they need to be forced to make a choice between power and versatility. They can't get both at the same time! If your wizard wants to be able to cast encounter ending utility spells like fly and major image, go right ahead. I just don't think they should also get the choice of fireball as well.
The new way of preparing spells is a number of spells equal to the amount of slots of different levels that you have, rather than the typical LVL + Spellcasting Mod we have now. I overall really like this new version of preparing, instead of just swapping out the low level spells for the higher level ones, you have a limited amount of higher level spells to pick from, adding some tactics to your choice of spell. It feels like a "constraints give you customization" type situation!
Overall, it slightly nerfs the amount of spells you get at the end of the game, but when it comes to midgame, it doesn't change things much. Levels 1-2 for bards is severely nerfed but past that it's basically the same in power level.
I like the new version of preparing spells! Due to the limited amount of higher level spells you can prep, you can't just take all the good high level ones and then use them when it's most convenient, as you can only prep certain amounts of spells for each level. Thus, each choice of spell feels significant and playstyle altering.
I really hope the rest of the prepared casters and wizards get a system like this!
I did notice this, obviously bard still get their additional spells from Magical Secrets and Songs of Restoration. Magical Secrets now allows a bard to prepare two spells from a specific spell list and additional magical secrets does the same but must be a different list to magical secrets. Preparing spells rather than learning spells seems quiet a bit more powerful...
It seems more powerful at first, but the level restrictions on how much of each level you can prepare is a huge nerf in my opinion
I'm not a fan of this change. Why take that choice out of my hands? If I'm a 5th level Wizard and I want to take more 3rd level spells than I could realistically cast in a day, why can't I? I like the idea of being able to take Magic Missile and then a bunch of 3rd-level stuff if I so choose, even knowing it limits my versatility unless I'm casting something big.
For most spell levels this is an increase in the number of spells that you can prepare. It is only for your highest level slots that it is a nerf.
We don't know if this will be applied to Wizards yet, we will need to see. Wizard has usually been different in how it acquires and prepares spells to any other class.
You know what I mean though, right? I used Wizard because they were most likely (off the top of my head) to want a broader selection of big spells than they necessarily will be able to cast. If I'm a Cleric, I get two 3rd-level spells under these rules, and one of them is always always always going to be Revivify. It's frustrating that I'd have to take a bunch of the mostly-useless 2nd-level Cleric spells instead of being able to swap one out for healer tax.
It also makes multiclassing really weird. The multiclass description for spell slots is a confusing mess and doesn't mesh with how it works in 5e, because each class explicitly gets its own spell list based on spell slots, but in 5e you get a number of slots based on adding your class levels together. In 5e if I have a 2nd level Sorcerer, I have three 1st-level slots; multiclassing into Cleric means I now have four 1st-level and two 2nd-level slots; I won't be able to prepare 2nd-level spells, but I get a bunch of versatility from two spell lists I can mix and match from on a whim, plus the choice of upcasting. The playtest rules here would mean my 2Sorceror/1Cleric instead just has... five 1st-level spell slots. And five 1-level spells. The whole point of multiclassing is versatility, and it's so much more limited this way.
It is very likely that just like Clerics now, there will be certain spells that will count as always prepared depending upon your Domain.
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Presumably the number of prepared spells you get access too from multiclassing will not look at the multiclassing table but the class spellcasting table for each class. We will see tho, the multiclassing table will just be for what spell slots you have.
As far as has been seen so far, spells gained from features and feats won't count towards the limit, so if you get revivify from your subclass, that won't count towards your limit of spells for 3rd level. I do get what you mean however, at 9th level spellcasting, you can only have a single 9th level spell prepared at any given time, which is a little limiting. But overall this new method gives most classes more prepared spells overall and there is still upcasting... or downcasting for Hunters with Conjure Barrage.
I noticed this too and do not like it. Preparing multiple top-level spells for the one actual slot they have available to use allows flexibility and versatility that is lacking in this version.
Stat+Level preparation was a brilliant innovation that AFAIK never got any complaints. If it ain't broke, don't fix it.
Fair Winds and Following Seas
So... the MC rules are more clear that you use each class's own table when preparing spells for that class.
I feel like this is kind of a loss for prepared spellcasters, but it looks a bit like the plan is for all spellcasters to be prepared casters going forward. So while it kind of sucks that a max level Cleric can't have multiple 9th level spells prepared in a day just for the additional options, for a Bard who, prior to this, had to just select specific spells at level up and just stay with them, the ability to swap the spell in order to have access to a very specific spell to tackle whatever conflict they're anticipating is a pretty big improvement.
If nothing else I think this might lead to some situationally valuable spells that most players just ignore to get some more use, since you can just kind of pull them out whenever the situation calls for them.
If I could have a hope, though, it would be for, at the very least, the "Mage" classes to be given the option to prepare an additional number of spells equal to their spellcasting modifier. Just a little something to help reinforce the idea that these are the dedicated masters of magic compared to everyone else.
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Honestly I like that you can't pull multiple 9th level spells out. A 9th level spell is the pinnacle of mortal achievement, a magnum opus. Having one just makes sense. Yes, most people will just pick wish but thematically and game balance wise this just makes so much sense.
The highest powered abilities should be more rare in usage in my opinion.
While I'm a fan of buffing know-casters to be prep-casters, I am not a fan of making the game even less reliant on your stats and even more reliant on your level, which is how they implemented this change. If they propagate the change to other casters wholesale, as I expect, it will only exacerbate the problem 5E already has where it's unreasonably easy to make e.g. a Sorcerer whose Charisma score is completely irrelevant to the game. Levels, like classes, are bad for the game, and making every character feel the same regardless of ability scores is also bad, so why lean into both of those instead of neither, by reducing level dependency and increasing ability score dependency?
The worst offender in the UA, imho, is Bards, as Bardic Inspiration now has no dependence whatsoever on Charisma. If Bards aren't going to be Charismatic, why make them have Cha 13 in order to multiclass? Why refer to Charisma as their primary ability score if none of their features use it?
I like this change because it reduces, "I became level 5, I'm going to prepare a bunch of different ultra power spells to asspull in the right situations" to choosing something meaningful, the pinnacle of your current skill level in magic.
It makes caster progression far more unique in my eyes and although it's less choice, it's more meaningful choice
No, but what it actually does is goes from "I'm going to prepare a variety of powerful spells that cover a variety of situations" to "I'm going to prepare the best third level spell with my one preparation."
I get why they're doing this, but telling spellcasters "You can only pick this many spells of this level" would completely ruin half of my cool and unique builds that use a lot of spells of the same level. For example, I played a diviner wizard controller who had about a gazillion different level 1 spells, and with these rules I'd actually have to cut a few of those and redesign my build. So I don't know about this change, I don't really like it.
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HERE.In general I think I need all of the class rules and multiclass rules to see all of the interactions and all of the possible benefits and flaws.
It is a nerf to spell casters, but a think it is a needed one.
Spellcasters just get to many high level spells, and have to much power AND versatility. Look at a 5th level wizard, right now they can prepare Fireball, Fly, and Major Image. Fly and Major Image are incredibly powerful utility spells that can completely trivialize encounters, but they are somewhat situational. They are not the type of spells that you will want to cast every day, but hey no problem if you don't need to cast one of them you can always cast fireball. I don't think I have ever had an a adventuring day in D&D where there wasn't at least one time I would want to cast a fireball.
I don't necessarily think that casters have to much power or versatility, they just have to much power and versatility without having to make any hard choices or sacrifices for it. If martial characters are ever going to be balanced against casters, they need to be forced to make a choice between power and versatility. They can't get both at the same time! If your wizard wants to be able to cast encounter ending utility spells like fly and major image, go right ahead. I just don't think they should also get the choice of fireball as well.
This type of prepping/spellcasting completly ****s over the Warlock if this also somehow would be applied to it
Unless Pact Magic will work differently...
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