Filling out the D&D Spells Survey | Nerd Immersion

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Another Player's Handbook survey is out. This time it's all about the spells in the PHB. If you're looking to provide insight, I'd recommend doing this survey sooner rather than later so it doesn't get taken down before you can fill it out.

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I would like to see more risk based spells. Spells that have to be casted in a certain manner with immense concentration due to the difficulty to contain them and/or there power. Or else theres a chance that it could backfire, cause wild magic, disperse, etc. Kinda like the risks associated with the wish spell.

internalhelix
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A key advantage of condensing spells like they did with Enhance Ability or Bigby's Hand is that it makes the Spells Known limitations of Sorcerers and Bards less punitive than they were in 3e.

ryanroyce
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For armor I have considered a system recently (WIP, feel free to leave feedback) which uses a word modifier with AC rather than changing existing mechanics. The goal would be to keep AC easy to use but differentiate if you have AC from magic, speed, or armor

A rogue might have an Agile AC of 16
A wizard might have a Warded AC of 16
A warrior might have an armored AC of 16
A knight might have a shielded AC of 16.

For simplicity you can only have 1 keyword at a time like you can only have 1 ac calculation at a time. But keywords can provide different effects.

Ideas for keyword effects would be:

Agile. Ranged attacks that hit your armor class exactly miss instead. Attacks of Opportunity are made with disadvantage.
When grappled, attacks against you have advantage.

Armored. When hit with a melee attack which does PB+STR or less damage, take 1 damage instead. When a melee attack which deals bludgeoning damage targets you and misses, you take 1 damage instead.

Shielded. When only one hostile creature is within 5 feet, attacks from that target which hit your AC exactly miss. And something else. And something negative.

Warded. When a spell attack hits your AC exactly it misses. And something else. And something negative

kbeazy_
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I missed the survey. But I’m SUPER happy that they did this survey because it shows they really want to keep creating amazing content. The creative directors (and everyone) at wizards of the coast are truly wonderful.

taylorsmith
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I would love more weapon stuff, specifically more uses of the Special property, give me reasons to choose a battleaxe instead of a longsword, a trident instead of a spear, etc.

gabebaum
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I hope they have a follow-up survey about the heavily dissatisfied spells, where the gauge what is disliked about them. Like whether they're underpowered, overpowered, have poor wording, poor range/duration, etc..

TheChocoXCheese
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I think that a lot of spells with 1 action as casting time should be 1 bonus action. Mostly utility ones and especially ones for outside combat.

indiana
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Just answered it. Thanks for the heads up Ted!

Kuwagumo
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You did well. I prefer the cut way and chatting about your thoughts at the end.

DustinWillis
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Concentration is good, but it does make certain spells just not worth bothering. Over all I think too many spells are just blanket answers to problems and remove depth from the game. create food and drink, restoration, etc etc can very quickly eliminate challenges. To me these need to be even more limited than spell slots. Restorations should be limited to priests in towns and eventually you can get a scroll or two, but its permanently a thing you need to prep for long term rather than currently where you just long rest and restore if the problem is serious. All the survival breaking spells should be set aside to a list in the DMG for the DM to hand out if they want them or not because they do eliminate a style of play. Having them set apart to start, makes it so the DM isn't taking them away but instead is the one who grants you them (which is a really easy way to make players not feel like they're losing stuff).

Jasonwolf
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In terms of spells, I think the main thing that bothers me is how some spells are worse than others because they're allowed by more classes. I feel like spells with similar effects should be relatively equivalent. Why make fireball so much better than similar spells? It just means people only take that spell instead of other similar spells. So generally I'd want underused spells to be buffed.
Also I want things to be better when they are higher level, both for upcasting and higher level spells. So many spells do nothing when upcast, and they should have some scaling. Higher level spells should do more than just a bit more damage, because using a higher level spell for damage is much less impact full compared to the difference between a cc spell of lower vs higher level.
I think the main spells that should be buffed are especially single target damage over time spells like witch bolt. Cantrips are a thing, using a spell should give you a better effect than spamming a cantrip.
In terms of equipment, I feel like its a little short sighted to just want more options. More options inevitably becomes several useless options and some op ones, more or less.
For weapons I think the only thing you could add are a couple more interesting properties, maybe along the lines of the d&d video game weapons.
For armour I don't think you can add much that would be interesting, I think that should come down to magical armour such as mithril or adamantine, so maybe add a few materials armour can be especially for light, medium and no armour options.
I think they could diversify shields a bit, with the strength requirement like heavy armour and add something like tower shields to act as movable cover, or a buckler that maybe gives you 1 ac but something like a reaction to give you a bonus on your next attack if an enemy misses you.

deathtoexistance
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Cutting the video during monotonous parts is completely fine in my book. Unless you have something specific to point out about a spell, skipping repetitive stuff is fine.
However, if there's comment sections, I know a lot of people like to see everything you write for those.

brandonrperry
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I did this survey and I wish I could have jumped ahead to the end also, so, you're good.
Thanks for the quality content👍

Omegahybridx
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i think more spells need interesting upcast options, like upcasting to make a spell switch from a minute to an action or to a bonus action, or upcast a spell by two slots and it doesnt require concentration, or maybe a weird option upcast a buff and it makes the target hold concentration on it

rellicproduction
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To many spells solve too many issues. The spell I personally like the least is Tiny hut since it just removes wilderness exploration.

It just seemed like there was too much positivity in this thread. The reasons why casters are better than martials (a problem we talk about all the time) is the spells, soo.

abcrasshadow
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5.5e needs to work on balance of power in levels honestly. They can do that by making monsters harder.

nikp
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Upgraded equipment options, I would love, _kind of..._
Buckler, vs. Round/Kite/Tear Drop, vs. Tower (vs. lantern!) would be sweet, and a sorely missed subject of the game.
I don't think we need more armor... per se... at least, I feel like all of the necessary _mechanics_ of the armor are already presented, so flavoring your armor as whatever you want within reason is now super easy. If we got precedent for new named types of armor that don't have the mechanics that we've been using for our flavored versions of whatever we're wearing... that'd suck. Same for possible new weapons.

Jan_Loathlove_-_MicroHomebrew
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I think concentration is a good thing however some spells are absolutely garbage because they are concentration literally who ever cast Stoneskin in 5th edition it is also a 4th level spell along side Death Ward, Freedom of Movement and Fire Shield. What they did with Stoneskin was criminal. I do think there are a could of spells that could drop concentration like Tensers Transformation (but have an effect that stops you from concentrating on a spell because it kinda sucks when it is your 7th level close combat spell and you fail your first concentration check and the slot disappears) I think detect magic not being concentration would be really interesting as well and I don't think it would be that over powered either... My thought being is that I would not mind having more spells up but maybe not the damaging ones or the lower level defensive ones maybe (Currently you can have like Mage Armor, Mirror Image, False Life, Gift of Alacrity, Fortunes Favor, Deathward, Freedom of Movement, and Fireshield up... but I think some spells like Alter Self, Stoneskin, True Strike, Blur, Magic Weapon, Protection from Elements (or it should get the bless treatment target 3 +1 per level), Greater Invisibility should all lose the concentration requirements because it might make them (except GI because it is a fine spell at the moment) perfectly reasonable spells of the level they are at

harrywhiteley
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Find traps will warn you about mimics, cursed items, and scam artists in range, correct? Or is it just bear trap and junk?

doubleg
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On the topic of armour, I think they need to fix how Unarmoured Defence scales.

unwithering
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