+1 for following 5E D&D on this one.

I'm usually pretty open to adjustments to the rules to make for better gameplay, but the multiple levelled spells will cause a pretty big imbalance issue at later levels IMO, especially since Resting is 100% player controlled. With the way Haste is currently implemented (which also needs to be fixed), a Fighter 2 / Sorcerer X can drop 4x action spells (action, action surge, quickened bonus action, haste action) in one round, BEFORE the extra bonus-action shenanigans you get with the recently implemented items.

Combine this with how Stealh/Surprise is currently handled (way too much in the player's favor IMO), it's pretty encounter breaking.

I get that the spellcasting rules is probably one of the more complicated 5E rules and can definitely throw some beginners off, but it's pretty fundamental to the system from a balance standpoint. Also, I think players are more than capable of learning/understanding this rule after potential initial confusion. Unlike Tabletop, since it's governed by game system, it's not like you have to actively remember the ruling - the game does that for you.

A potential compromise I might be willing to try is the Casting Rules used in Critical Role season 1. Essentially, it's you can cast multiple levelled spells per turn via action/bonus action, but once you've casted one spell, your other spells are limited to level 2 or below. This still lets players have more flexibility and things to do, and does put a cap on the overpowerness. However, this change would STILL throw off balance between casters/martials, and more balancing decisions will need to be made if they want to apply this.

Easiest way forward is just to apply the PnP rules on this one.

Last edited by Topgoon; 11/11/21 04:53 PM.