It makes sense to me to move the non-combat spells into their own thing (ie: rituals). Details like should they take 10 minutes or 10 seconds can be debated. I think you need to compare 3e’s Charm spell to rituals for a fair comparison. They seem pretty similar to me.
5e and 3e often have this unpleasant (to me) tension around like “I could solve this problem with a 3rd level spell slot. I could just fly over the chasm. But… then if I need fireball I won’t have it later. So let’s do it the mundane, slow, boring, way that doesn’t use magic.”. Rituals were a decent solution for that.
That’s valid, we might have under utilized rituals in replacing much of what I felt was lost in vancian casting. I still feel the homogenization of powers, while very sensible from a mechanical standpoint, stood out to me as very video game.
I can see you’re point in spell slots use for environmental vs combat, I think that was part of what I found interesting in caster classes in 3.5, and later pf1.
I get that there is a lot of intelligent design in 4e, and I think on a mechanical level it makes a ton of sense, but I think ultimately it comes down to rules vs rulings mentality to the game. I would say it was very much on the side of rules, and for many players that felt much more like the MMOs they knew than a TTRPG.
@jjjalljs@Postimo Also, 4e gave us useful at-will cantrips so that a wizard out of spell slots still feels like a wizard.
Its one thing 5e kept that I was glad of. I wish skill challenges had come along too, along with Healing Surges keeping their name. Hit Dice has a whole OTHER meaning within D&D, using the term for the dice you can roll for healing during rests is just confusing.
I think charm effects were moved to rituals, from a quick search.
https://dnd4.fandom.com/wiki/Call_of_Friendship for example.
It makes sense to me to move the non-combat spells into their own thing (ie: rituals). Details like should they take 10 minutes or 10 seconds can be debated. I think you need to compare 3e’s Charm spell to rituals for a fair comparison. They seem pretty similar to me.
5e and 3e often have this unpleasant (to me) tension around like “I could solve this problem with a 3rd level spell slot. I could just fly over the chasm. But… then if I need fireball I won’t have it later. So let’s do it the mundane, slow, boring, way that doesn’t use magic.”. Rituals were a decent solution for that.
That’s valid, we might have under utilized rituals in replacing much of what I felt was lost in vancian casting. I still feel the homogenization of powers, while very sensible from a mechanical standpoint, stood out to me as very video game.
I can see you’re point in spell slots use for environmental vs combat, I think that was part of what I found interesting in caster classes in 3.5, and later pf1.
I get that there is a lot of intelligent design in 4e, and I think on a mechanical level it makes a ton of sense, but I think ultimately it comes down to rules vs rulings mentality to the game. I would say it was very much on the side of rules, and for many players that felt much more like the MMOs they knew than a TTRPG.
@jjjalljs @Postimo Also, 4e gave us useful at-will cantrips so that a wizard out of spell slots still feels like a wizard.
Its one thing 5e kept that I was glad of. I wish skill challenges had come along too, along with Healing Surges keeping their name. Hit Dice has a whole OTHER meaning within D&D, using the term for the dice you can roll for healing during rests is just confusing.