I’m feeling a bit torn myself. I understand the thinking behind the vanilla rules; it helps balance out some of the spellcasters’ power, especially at higher levels. But my understanding of balance in 5e is that it’s to balance the players against each other, to avoid having 1 or 2 players be so clearly better at so much that it naturally pulls the limelight away from the rest of the party and causes people to lose interest their own character.
I think totally unrestricted spellcasting carries the potential for imbalance, but doesn’t guarantee that outcome, and if I’m not making my spellcasters manage their resources then I’m doing something wrong. Something like Matt Mercer’s house rule “spells of 2nd level or lower” would also be a good compromise because it allows the utility of things like Misty Step, or for a Gish to summon a shadow blade etc.
What do y’all do at your tables, and why?
Which rules about bonus action spells are you referring to?
When you cast a leveled spell using a bonus action, the only other spells you can cast with your action on that turn is a cantrip.
I, personally, think it’s confusing and doesn’t really add much in the way of balance to the game. Let the wizard burn all his spells twice as fast and be useless for the rest of the adventuring day. If your adventures have meaningful consequences for taking too long clearing a dungeon, it’ll work itself out.
I think the rule is worded really badly in a way that makes it more confusing that it needs to be.
As for the rule itself, my table usually hand waves it and lets you cast whatever you want with your bonus action and action, provided you have the slots to do it. We haven’t had any issues with that feeling game breaking for us yet.
Yikes; I’ve got one player who would go straight for a Sorcerer so he could just do Sickening Radiance followed by a quickened Wall of Force to just microwave whatever he wanted.
I feel like this is one of those rules that’s only really necessary if you have a player who cheeses it like that. If a player discovers it and uses it in moderation, well, that’s less likely to break things. If you have a player who builds their character to exploit it…
If you have a player who builds characters to exploit the system then that’s a player who needs a talking to, most likely.
I, personally, think this is a totally valid tactic, and wouldn’t be upset if a player used it in my game. One of the first things we go over in Session Zero, though, is that your characters, while unusual, are not unique. Any BBEG worth his stuff is capable of scrying on your tactics and hiring a hit squad that can copy or counter your tactics.
If a player started doing this repeatedly and trivialized many encounters, maybe the next group has his own sorcerer that can do that, or knows disintegrate, or can teleport the big stompy guy into the obvious spellcaster’s face. Cheese isn’t an arms race the players can win.
Yeah I’ve traditionally waived it myself, and both as a player and DM haven’t ever noticed any issues with that. As it stands I see no real reason to enforce it, but I always try to really understand the reason for a rule before I decide to ignore it
I agree on the confusing part.
There’s a pretty small set of bonus action spells though, so a lil asterisk reminding players of the limitation would probably be enough to settle it.
Quickened Spell is a thing.
Yeah it does make quickened spell way more powerful, and there’s not much love for sorcerer amongst the people I DM for, so I haven’t really seen it in combat.
Dungeon World’s Fronts system is awesome. Every time my players take too long, I advance a danger and cackle behind my screen. The players are scared of me.
I just make sure there are some consequences, even if it’s something like “There are other things that live in this dungeon you’re camping in, and they just found the pile of bodies you’ve left strewn about and have raised the alarm.”