Off to Hoggwarts with ya then. Did you think you could just waltz in and start casting avada kedavra on your first day?
Honestly, with how haphazard they are with magic rules in that universe, I don't see why not.
Valefor.Prothescar said:
»Always found DnD spells straightforward and easy to understand, especially since the rules are just suggestions. The only complex spells and concepts are things that player characters outside of hyper specific homebrew campaigns can literally never cast or encounter.
I'm not sure how the rules are just suggestions for spells, at least in 5th Edition. Every spell is very deliberate and specific to a circumstance. I tried coming up with a character who specialized with teleportation, only to realize there's like 50 spells that all do it slightly differently.
5th Edition has a truly wonderful mechanic that lets you scale up your spells. I love it. It keeps your low-level spells relevant, gives you some flexibility with how you cast. They could have taken that a lot further to allow players to scale up or scale down their spells, or augment them by adjusting spell slots. That would have allowed a player to have fewer spells and a novel's worth less reading, plus allowed more rule-bending by player and DM.
It's not that every spell is too complicated. In fact, having a rules-based system does the exact opposite of that, especially when you don't have much to read. It's when you get to higher levels and have 20+ spells to wade through because you can't memorize how all of them function. Making a spell book is a challenge in itself because not one word among the twelve paragraphs of text is irrelevant. You want to teleport, do you cast...
The
spell which costs your bonus action and a second-level spell slot that allows only yourself to teleport 6 squares away, but only if it's unoccupied and you can see it and you can speak?
The
spell which costs your standard action and a second-level spell slot that lets you teleport yourself, a friend, or an enemy (constitution saves) up to 18 squares from you into another location up to 18 squares from you, as long as the target location is unoccupied, you can see it, and it's of a liquid or solid state of matter which can bear the target's load, but only on its surface because you can't use it to inflict damage, and only if you can speak and move your arms?
The
spell which costs your standard action and a third-level (or greater) spell slot that allows you to teleport yourself up to 18 squares away, allowing you to bring objects not explicitly worn on your person, or another living creature, but only if they're willing, and only if they're equal to or smaller than your own size, and only if they aren't overburdened, and only if you can grab them, to a location you can see and isn't already occupied, and only if there's another 5-foot square location for your willing friend to land on, also inflicting sonic-elemental damage to everything within 2 squares of your departure point, which inflicts half damage if the enemy constitution saves, and only if you can speak.
The
spell which costs your standard action and a fourth-level spell slot and will allow you to travel up to 100 squares in any cardinal direction, bringing along objects and a willing creature if you so desire (as per above), but only if the spot is unoccupied. If it is occupied, the spell slot is still exhausted and you don't move anywhere, and you and your buddy take force-elemental damage.
The
spell which costs only your bonus action, allowing you to teleport up to 12 squares, but only if you can see the destination and only if it is unoccupied. For the next 10 turns (count 'em down!) you can exhaust your turn's bonus action to repeat this without using any more spell slots. But only if you can speak.
The
spell which costs your standard action and fifth-level spell slot and requires your concentration (see: concentration rules) for up to 100 turns that places a portal within 2 squares of you, and another within 100 squares of you, but only if you can see the locations, and only if there's no one already standing there. (Holy crap, I can't even get into how many descriptors the portals have.) You must be able to speak and move your arms.
The
spell which costs your standard action and sixth-level spell slot that allows you to teleport 1, 2, 3, 4, or 5 creatures within 6 squares of you up to 24 squares away, but only if the target locations are visible to you, and only if they're unoccupied, and only if you can speak. If the creature is unwilling, it may roll a wisdom save to not be teleported.
The
spell which costs your standard action and a sixth-level spell slot that requires you to have touched a plant at some point in your life, and a target plant within 2 squares of you may be opened as a portal, but only if the plant is of Large size or greater, and only if it is inanimate, and only if it's on the same plane of existence. For 1 turn, any creature may exhaust 1 square of their turn's movement to step through it.
(OK I give up. There's 4 other spells and they all just get more complicated from there. There's
one that literally has a spreadsheet to calculate your likelihood of success. You get my point)
EDIT: I should just point out that I'm not angry or even really trying to argue anything. In fact, it's probably just me who has a hard time figuring this stuff out. In my opinion, it could have been structured better. Fewer rules, more mechanics.