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Dave's avatar

One factor that makes all this worse is that utility spells usually always succeed, whereas with the swinginess of d20 and the fact that skill checks are usually meant to be a single die roll, it can take quite a while for proficiency to mean much, compared to unskilled casters attempting the same challenge. Things like expertise and reliable talent help a little, but I’d say it’s too little, too late.

Also, much like it’s difficult (and for many people tedious) to fit the amounts of combat into an adventuring day that the system intended, I imagine it’s a challenge to fit the amount of meaningful skill checks into an adventuring day so the spellcasters limited resources start to matter.

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Ghostwheel's avatar

> We could use this lever to remove casters’ extra verbs. (Skyrim and Dark Souls are examples of fantasy media that reduce casters’ power substantially.) But powerful spells like fly, telekinesis, and wish are too central to the Dungeons & Dragons brand to let go. As such, we’re left with a single remaining viable option:

> Let non-casters cast spells.

This resonated strongly with me. 4e did this with their versions of rituals, which 5e then butchered. Back when I was playing 3e, I even made a variant for that edition that added 4e rituals into it: https://dnd-wiki.org/wiki/Rituals_(3.5e_Variant_Rule)

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