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D&D 5E Class Analysis: Fighter and Bard

pming

Legend
Hiya.

Spellcasters get a codified set of guaranteed ways that they can daze, stun, do damage to many creatures at once, affect the wider world, create demiplanes, etc. These codified abilities - which they have by default - are both more versatile and more potent than the codified abilities of the fighter.

Yes, you can on an ad hoc basis allow the fighter to do anything - though presumably, by the same token, you can allow on an ad hoc basis a spellcaster to do anything. The fighter is dependant on the DM's approval, whereas the spellcaster's versatility and power is hardcoded into the rules.

Fighters get a codified set of guaranteed ways that they can increase their critical range with all weapons, increase their armor score, help a comrade get into better position in a battle, help an ally do more damage to his opponent, re-roll a saving throw you don't like, and attack multiple times. These codified abilities - which they have by default - are more versatile and more potent than the codified abilities of the wizard.

;)

In all seriousness though, I can see why you might be under that impression. I think you are confusing "more better" with "can cast spells". A spellcaster casts spells. Its kinda their schtick. You should be comparing "Cast spell" with, say, a fighters "Fighting style" (or "Maneuvers"). They are each ONE thing that can have multiple sub-abilities under it. Yes, magic is powerful...it is magic, after all. But magic requires significantly more stuff to pull off. The caster has to have the spell, has to be fully able to cast it (V, S, M, etc.), has to have the time to cast it, has to have the slot to cast it, and can't get interrupted during the casting. All a fighter normally needs is a weapon, and perhaps a superiority dice. Some of the fighters stuff require rolls and chance...as do many of the casters spells (saves, weight/volume restriction, etc.).

Can a wizard create a magnificent mansion out of thin air? Sure! Can a fighter just...not...DIE...(keep recovering HP) when he's beat up? Sure! So "I can make a house!" vs. "I can not die!".

Upon my first and second quick glances at some core spells, I'm not worried at ALL about this theoretical "casters are just better" thing. I've never seen it in play (yes, including 3.x/PF). The whole "concentration" mechanic makes a HUGE difference. Another thing that makes a large difference is a return to ye olden days with regards to magic items/acquirements. In 5e you can't just run down to the local magic mart and stock up on wands of magic missile or even pen scrolls upon scrolls of the same 'uber-spell'. A spellcaster in 5e is powerful and has a lot of diversity...but it won't make a lick of difference if he doesn't have companions to back him up for all the times when he doesn't have a "spell for that".

^_^

Paul L. Ming
 

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Jack the Lad

Explorer
My apologies in advance for the length of this post - it grew and grew in the writing as I looked back over the thread - but there is a whole lot to respond to.

I think the analysis isn't looking at the whole picture. IMHO, one shouldn't "just compare damage/combat output". If you want to get a good feeling for class balance, you need to look at it from all "pillars" of the game (the ones listed on page 8 of the PHB).

Okay. Leaving aside the Eldritch Knight (because we're talking about non-spellcasters) let's look at what the Fighter gets that helps it in the Exploration and Social pillars:

As a Champion:
  • A +1 to +3 (at level 17) bonus to Str/Dex/Con checks that you don't get proficiency in.
    • This constitutes a 5% - 10% increase in your chance to succeed at a task that requires one of these checks and does not allow proficiency for 95% of your career.
    • At level 17, when you reach the dizzying heights of +3 to those checks, the Bard gains access to level 9 spells. Like True Polymorph, which allows it to permanently transform into a creature whose CR is equal to or less than their level. Like, say, an Adult Red Dragon with 27 Strength, 25 Con, blindsight, darkvision, an 80ft fly speed, 256 HP, fire breath, frightful presence and so on. Or Shapechange, which lets them turn into one while keeping all their own spellcasting as well.
  • The ability to Running Long Jump between 1 and 5 feet further.
    • How often, in your experience, would someone find themselves glad to have this ability?
    • Let's look at the ideal use case: an impassable chasm 21-25 feet across. In theory, the Fighter can leap it where nobody else could, taking a rope with him to allow his companions to cross after him. Truly a Remarkable Athlete and a valuable member of the party!
    • At level 3, when the Fighter gains Remarkable Athlete, he can jump at most 20 ft (if he's a race with a +2 Str bonus). The Wizard, with 8 Strength, can cast Jump on himself and jump 24 ft - he's been able to do so from level 1.
    • At level 4, the Fighter can optionally increase his strength, bringing his maximum potential jump up to 23 ft. Still short of the 8 Str Wizard with Jump, though.
    • At level 6, the Fighter can increase his strength again, topping out at 20 Str and a 25 ft Running Long Jump. That's 1 foot further than the 8 Strength Wizard! Unfortunately, the Wizard started casting Fly at level 5.

As a Battle Master:
  • Proficiency with one type of artisan's tools
    • Anybody can gain this with a background, and Wizards honestly should. It takes a Fighter 300 days to craft a suit of Plate Armour, but a level 7 Wizard with blacksmithing proficiency can do it instantaneously using Fabricate.
  • The ability to spend one minute studying a creature to determine if its Str/Dex/Con/AC/HP/level(s) are higher or lower than yours.
    • What's a situation in which you have time to use this ability that you would want to? When is the information useful to know? I have played quite a lot, mostly at high levels, and our Fighters have never used this ability.

Can you explain to me how you feel these abilities are balanced against spellcasting, please?

Then, you need to take into account consequences of actions. A bard that uses up half his spells in one encounter may outshine the fighter. But what about the next one? The one after that? Or after that? Or when they are heading back to camp? Or when they are camped at night and on watch?

Firstly, in my experience, most encounters last 3 rounds. A Bard can only - even theoretically - use up half their spells in a 3 round encounter at levels 1-3. Beginning at level 15, they can cast a spell every round of 6 3-round encounters.

That's nitpicking, though, and besides the actual point, which is that you only need 1 or 2 spells in most encounters. As Capricia mentioned upthread, a Bard adds more damage to the party over the course of an encounter by landing Faerie Fire (a level 1 spell) than a Fighter does with all his attacks. And that's the case from levels 1 to 20, because Advantage scales with the party's increased damage output.

Looking at "class X can do Y, therefore Z" in a purely mathematical way is almost pointless. An RPG is not just a series of unrelated 'encounters'. In an RPG, there are thinking beings opposing the PC's. They don't just sit around waiting to be killed. If a goblin lair is assaulted, you can be your left nut that they will be prepared for the next one, taking measures to reduce the losses they just suffered.

I agree. And casters are the ones who can prepare a whole new set of spells for the next goblin lair, whereas a Fighter is stuck using the same few maneuvers - or, if he is a Champion, nothing whatsoever that's new - not just for the next goblin lair, but for his entire adventuring career.

So, I don't put much stock in these "look at the numbers" type analysis (analysis's? analysese?) as they don't take into account the myraid of other things that are constantly going on in a well run campaign. Most certainly not past about level 8 to 10...after those levels, there is probably so much going on in the PC's lives that attempting you use a sterile, clinical "this is what the book says" comparison is a waste of time. It's the same as the old 3.x/PF argument that casters are always better than non-casters. I (and my group) have never, ever, and I mean ever seen a caster be 'overpowered' in comparison to other PC's in the group. Usefull as all get out? Hellz yeah...but that's kind of the point of magic, isn't it? I'm seeing the same arguments here; theory, but in actual play...doesn't hold up at all.

What is the highest level that you have played to, and what spells have casters in your game tended to use? Because even at level 8-10 as you mention a Wizard can be raising/controlling enough skeletons to beat the Fighter's DPR as a bonus action all day (6) with just 1 of their 16-20 spell slots, using Counterspell to shut down enemy casters, Fly to ignore enemies without ranged attacks (and passing Concentration checks to maintain it when they take damage from ranged attacks 97.8% of the time), Polymorph, Greater Invisibility, Dimension Door etc etc etc.

Out of combat, again at level 8-10, a Wizard can be casting Alarm, Charm Person, Comprehend Languages, Detect Magic, Disguise Self, Silent Image, Unseen Servant, Alter Self, Arcane Lock, Darkness, Detect Thoughts, Enlarge/Reduce, Gentle Repose, Gust of Wind, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, Misty Step, Rope Trick, See Invisibility, Shatter, Spider Climb, Suggestion, Fly, Gaseous Form, Leomund's Tiny Hut, Major Image, Nondetection, Phantom Steed, Remove Curse, Sending, Tongues, Water Breathing, Control Water, Fabricate, Greater Invisibility, Leomund's Secret Chest, Locate Creature, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum and Polymorph.

A level 10 Wizard can 'only' have access to 24 of the spells above, in addition to any that he finds in the course of the campaign.

But that's a hell of a lot of extremely powerful options, and non-casters have access to 0 of them.

Just to respond to the idea that "if it's a class's job to hit stuff they should be awesome at it:" the trick is that in many campaigns, 90% of the game is either combat or free-form roleplaying. Look at the Acquisitions Inc stuff, for example: maybe two hours of roleplaying with maybe a few ability checks and cantrips sprinkled in, and then a few setpiece battles. To those groups, the champion might actually BE balanced reasonably well. If you gave him an extra 50% damage or whatever to "make up for" his relative uselessness out if combat, he would actually be massively overpowered in campaigns like that.

The Champion is functionally obsolete compared to the Battle Master. Even if you are one of the (mythical?) people who get confused by having more than one option and so use nothing but Feinting Attack, you are better at 'swing sword all day' - the Champion's entire shtick - than the Champion.

As Sacrosanct said...being able to daze, stun, etc. is still there, just not in so many hard-coded "If I do X then Y happens" parlance of 3.x/4e/PF. The 5e system is obviously focusing on using broad strokes to paint a general picture and then relying on the players and DM to give it the details. With the simplicity of the system, it makes it dirt simple for a DM to make consistent and fair rulings.

This argument would hold more water if there were not 90+ pages of discrete, hard-coded "If I do X then Y happens" spells in 5e. Including ones that daze, stun etc.

If you're looking at a system that uses broad strokes to paint a general picture and then relying on the players and DM to give it the details, you would be looking at something more like Fate.

Me? I find myself falling into the "Advantage/Disadvantage" mechanic a lot. For example, if a PC was brawling with some rakes in a seedy bar and the player says "I grab one of the mugs of ale and smack it upside his head! I want to get an advantage here because they have weapons". As a DM, I'd say "Make an attack at Disadvantage please". If the player made it..."Your mug bursts open on the side of his face, causing ale and shards of hardened clay to cascade across his face [*rolls Con save*...fails]. The rake screams in pain and grabs at his face. You have Advantage next round as he's a bit dazed".

To me, that's the beauty of 5e. Quick and easy, making on-the-fly rulings not only fair, but fun for me to DM.

Before I address this specifically, what's preventing the Wizard from saying "I rip open a bag of flour and throw it at them, then blow it up with Fire Bolt" or any similar kind of improvisation? There is just as much rules support for it.

The specific scenario you posit is an excellent example of why one class having a list of spells and another class being having the ability to do what the DM feels is fair is a bad idea.

  • By taking Disadvantage on his attack, the player is far more likely to miss with it (equivalent to a -5 penalty if the roll required to hit is between 8 and 14).
  • If they miss, they have taken Disadvantage for no upside.
  • In a best-case scenario where they do land the attack even with Disadvantage, the bonus next round only serves to 'even' out the penalty they took last time.
  • And it's always possible for the rake the player was attacking to be taken out before that player gets to act again.

If you find that a fair, fun example of the beauty of 5e - even ignoring the fact that you can do the same thing in any previous edition - I don't know what to say.

My experience is the exact opposite. White room favors the caster by exponential levels because it often assumes:

* casters have had access to the spell to begin with
"Every time you gain a wizard level, you can add two wizard spells of your choice to your spellbook."
* casters have the spell prepared/memorized
Yes - usually you will want to prepare your best spells.
* caster is never interrupted when attempting to cast the spell
I note that you have tried to move the goal posts since posting this by claiming that you were talking about Concentration spells breaking when a Wizard takes damage.

That's clearly not the case, as you specify 'interrupted when attempting to cast the spell' in your original post. There are no rules for this in 5e, and to me this seems to cast some doubt on whether you have the actual play experience you are professing to have.
* caster has all of the required components (as necessary)
"A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost."
* caster has full complement of spell slots available
Nope. The spells that are being talked about as overpowered are overpowered even if they're the only one you have left.
* environment/opponent is set up to have the spell work reliably (no spell resistance, etc)
Nope. There are plenty of spells that do not allow saves, (Contagion, Reverse Gravity, Forcecage etc) and even creatures with Advantage on saving throws against magical effects have weak saves that make it irrelevant. A Stone Golem can never pass an Int or Cha save from a level-appropriate caster, has a 28% chance of making a Dex save and only a 36% chance of making a Wis save. This is a creature described as 'nearly impervious to spells'.

This is stuff that becomes obvious in actual play, but is not obvious if you have merely browsed the material available so far and decided that it feels right: "Advantage on saves against magic. That's pretty strong!"

And in my actual play experience, rarely do all of those things align. Certainly not after the first encounter. The only assumption with marital PCs is that they have a weapon handy.

And that the enemy is not immune/resistant to the type of damage that they deal, that it does not fly or burrow or turn invisible or ethereal or have a higher move speed than the Fighter etc etc.

Can you give an example from your actual play experience of a time that circumstances conspired to render a caster less useful than a Fighter, please?

You cannot allow a caster to ad hoc magical effects that may or may not be a defined spell like you can with a mundane action. Magic is rigidly defined as to what you can and can't do. Mundane actions aren't./QUOTE]

I fear you're clutching at straws, here; mundane actions are as rigidly defined as magical ones - there's just not all that much that they can do.

The rules spell out exactly how far/fast/much you can jump, run, climb, push, pull, carry, throw and shoot. They spell out how much damage you do with actual weapons, improvised weapons or your fists.

You can improvise, of course. But there's no framework for it in the rules, and there's no reason - other than attempting to balance an imbalanced ruleset - to make whatever you or your table comes up with to handle terms of improvised actions the exclusive province of non-magical characters.

Fighters get a codified set of guaranteed ways that they can increase their critical range with all weapons, increase their armor score, help a comrade get into better position in a battle, help an ally do more damage to his opponent, re-roll a saving throw you don't like, and attack multiple times. These codified abilities - which they have by default - are more versatile and more potent than the codified abilities of the wizard.

;)

No, they're not.

In all seriousness though, I can see why you might be under that impression. I think you are confusing "more better" with "can cast spells". A spellcaster casts spells. Its kinda their schtick. You should be comparing "Cast spell" with, say, a fighters "Fighting style" (or "Maneuvers"). They are each ONE thing that can have multiple sub-abilities under it.

As with the 'all three pillars' argument I responded to up-post, you are somewhat hoist on your own petard here. If you really want to compare +1 AC or +2 to attacks with bows to "Cast spell" we can, but...

Yes, magic is powerful...it is magic, after all.
A Fighter should be powerful... it is a 'heroic archetype in [its] own right' that 'Exists in a World of Myth, Fantasy, and Legend' and 'Is the Best at . . . Fighting!', 'the Toughest Character' and 'a one-person army' able to 'render many monsters’ attacks powerless' after all.

We were told this stuff in the Fighter Design Goals article, but unfortunately it's just not true.

But magic requires significantly more stuff to pull off. The caster has to have the spell, has to be fully able to cast it (V, S, M, etc.), has to have the time to cast it, has to have the slot to cast it, and can't get interrupted during the casting. All a fighter normally needs is a weapon, and perhaps a superiority dice. Some of the fighters stuff require rolls and chance...as do many of the casters spells (saves, weight/volume restriction, etc.).

I addressed these points up-post in my response to Sacrosanct. I find it interesting that you are talking about casters getting 'interrupted during the casting' too. How often has this happened in your actual play experience? What rules did you use for it?

Can a wizard create a magnificent mansion out of thin air? Sure! Can a fighter just...not...DIE...(keep recovering HP) when he's beat up? Sure! So "I can make a house!" vs. "I can not die!".

You're talking about Survivor, which the Fighter gains at level 18 and which allows him to regain 5 + Con HP per turn, so long as he is below half HP.

As mentioned above, a caster can permanently turn into an Adult Red Dragon at level 17. This gives him 256 HP. A level 18 Fighter with 20 Con has 202, which is 54 less than that. The Fighter would have to walk the razor's edge below half HP for 6 rounds for Survivor to become a net benefit in terms of HP. I'm leaving aside how unlikely it is that a Fighter will invest that many Ability Score Increases in Con.

Upon my first and second quick glances at some core spells, I'm not worried at ALL about this theoretical "casters are just better" thing. I've never seen it in play (yes, including 3.x/PF). The whole "concentration" mechanic makes a HUGE difference. Another thing that makes a large difference is a return to ye olden days with regards to magic items/acquirements. In 5e you can't just run down to the local magic mart and stock up on wands of magic missile or even pen scrolls upon scrolls of the same 'uber-spell'. A spellcaster in 5e is powerful and has a lot of diversity...but it won't make a lick of difference if he doesn't have companions to back him up for all the times when he doesn't have a "spell for that".

With regard to magic items, who do you feel benefits and relies upon them more; the Fighter, or the caster? (Hint: The Fighter needs a magical weapon to even begin to harm many of the monsters we've seen so far).

Your first and second quick glances at some spells. This seems to indicate that you haven't had any actual play experience, and you haven't even done anything that could be called analysis or (the dreaded) white-rooming. Is that correct? If so, why do you feel qualified to tell people sharing actual play experiences that their concerns are not valid?
 
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pemerton

Legend
If you're basing your analysis on the requirement that casters can cast their spells whenever they want (which is what you're doing when you're comparing straight across the board), then your entire argument is flawed from the get go.
the ways a spellcaster can do those things (through magic) are NOT guaranteed. I'm not sure why this keeps getting ignored. Does the caster even have access to that spell? Have they learned it? Prep'd it? Have enough slots to cast it? The list goes on.
I think it's likely that casters will be using their spells, yes. That's what they have them for!

And the OP factored in the number of rounds of combat, number of spells cast, etc.

because of the many requirements needed to cast it, and the limitations around casting it (again, all mentioned above), you wouldn't say that the mage is suddenly more powerful than the fighter overall. Let's say you had five encounters between long rest. Congrats, you were lucky enough to have that spell, and have it prepared, and to have a slot available. But you burned that spell on the first encounter. Is the wizard still more powerful than the fighter for the rest of the encounters?
It depends on what other spells are available. Suppose Sleep is, for instance, then the wizard might do pretty well.

But furthermore, you seem to be focusing mostly on combat. The wizard's power, it seems to me, is mostly in the non-combat sphere. The fact that the wizard is also competitive with the fighter in combat strike me in itself as a mark of potential imbalance.


My original reply, and the context of all of my posts, was to the statement of "if one class can do something like bypass HP, every class should." Also, another core flaw in your argument is that masters of physical combat (fighters) can't do any of those things. Even if you get past the battlemaster fighter, there's nothing stopping you from doing any of those. Even when I started way back in 1981, when fighters didn't have any of those as defined core abilities, if I wanted to stun my opponent, I said, "I try to stun the orc". The DM then just came up with a ruling that was reasonable and we moved on.
A 1st level fighter can shove one target no more than 1 size category larger 5' with an opposed check, forgoing the chance to do damage.

A 1st level wizard can do Thunderwave, an AoE that does 2d8 damage (ie comparable to the fighter's damage on a hit), and still does half damage on a successful save, and if the save is failed can push the targets 10' regardless of their size.

It seems to me that the wizard is going to be doing the bulk of the forced movement: AoE plus auto-damage, whereas the fighter has to forgo damage altogether to have a chance to push one, size-limited target.

I don't see how improvisation is going to compensate for that. The whole context of [MENTION=45197]pming[/MENTION]'s example - a fighter with a rake in a bar, rather than (say) with frost giants on the ledges of the Glacial Rift - to me at least reinforces that a fighter's "special moves" are not in the same league as a caster's.
 

Uskglass

First Post
Well, in this context, "X" is a bit more tightly defined than "breaking the game". The example used was, "if one PC can bypass hp, then every class should."

It was not that. The quote is "if one class has WAYS to bypass the HP system, then every class should". It did't say that it should be done in the same identical ways. This was for pointing out that if there is a ruleset, that should apply to all players in the game. If I play tennis, I may have a bigger serve than other players, but I still have to put the ball in the box.
The concern for me here, is not about having differences: it's the magnitude of those differences. Frequency doesn't really matter: even just having a single option per session to break the game is still, well, game breaking. It may be amusing the first time it happens, but to me it gets old very soon, as it potentially removes opportunities for gameplay and participation for everyone else.
Look, maybe I'm overreacting here and things will work out just fine, but I'm not keen to start a campaign with a system and then, after significant investment of time and money, find out that at a certain point the game becomes something else completely.
 

Sacrosanct

Legend
"Every time you gain a wizard level, you can add two wizard spells of your choice to your spellbook."

Yep. 2 spells. Not every spell. I've already pointed this out no fewer than three times now. At any given scenario, one of the factors a wizard is reliant on is to have learned the right spell for the job. Your white room scenario is based on the assumption that the perfect spell will always be available. It simply is not always the case. Maybe the two spells you chose aren't useful in the scenario you're in.

Yes - usually you will want to prepare your best spells.

And you know in advance of your particular adventuring day which spells will be perfect for all the scenarios? Must be nice. Everyone I've played with guesses which ones might come in handy. Yet again, you're assuming a white room scenario where the best spells are always available and in actual play that is not the case.
I note that you have tried to move the goal posts since posting this by claiming that you were talking about Concentration spells breaking when a Wizard takes damage.

No goal post shifting. Originally I was talking in general, then the conversation shifted to 5e specific, so I applied 5e's specific rule for the situation. Either way, doesn't change the fact that a wizard can have some of his or her spells interrupted. Which is a factor your white room ignores. Again.
That's clearly not the case, as you specify 'interrupted when attempting to cast the spell' in your original post. There are no rules for this in 5e, and to me this seems to cast some doubt on whether you have the actual play experience you are professing to have.

See my answer above. Your resort to an obvious and week argument of fallacy shows how fragile your argument actually is. Not only have I been playing the playtests since the beginning, I DM every week at my FLGS for their Encounters. Additionally, I would rule that any spell that requires an S component can't be cast while restrained. A wizard can get restrained before their initiative turn. Thus, interrupting the spell. And I don't think that's really a house rule, but more of a common sense one. You can't cast a spell after you've been incapacitated or dead, right? Same premise.
"A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost."

Bolded by me. Yet again, an important factor for the wizard being able to cast spells that you seem to be handwaving as not a factor. Spell components are a factor, and the wizard might not have them all of the time. End, stop.
Nope. The spells that are being talked about as overpowered are overpowered even if they're the only one you have left.

You're missing the point. That statement was referring to how in your white room comparisons, the wizard always has his or her slots there to cast their spells, every round. See my fireball example above. This is not the case. That powerful spell isn't powerful if the wizard doesn't have that slot available in any particular scenario.
Nope. There are plenty of spells that do not allow saves, (Contagion, Reverse Gravity, Forcecage etc) and even creatures with Advantage on saving throws against magical effects have weak saves that make it irrelevant. A Stone Golem can never pass an Int or Cha save from a level-appropriate caster, has a 28% chance of making a Dex save and only a 36% chance of making a Wis save. This is a creature described as 'nearly impervious to spells'.

This is stuff that becomes obvious in actual play, but is not obvious if you have merely browsed the material available so far and decided that it feels right: "Advantage on saves against magic. That's pretty strong!"

Once again, you're making some serious flawed assumptions about my position and experience actually playing the game. Your personal attacks on my credibility without basis are noted. And seeing as how there are dozens of monsters that have immunity to spells (sleep, charm, etc), I'm beginning to think it's you who doesn't know what you're talking about. This is only reinforced by the many times you seem to be handwaving away all of these factors that mitigate caster power in actual play as if they aren't relevant or don't happen. I.e., it seems to me you're entire argument is based on white room only logic, and not actual play experience.
Can you give an example from your actual play experience of a time that circumstances conspired to render a caster less useful than a Fighter, please?

I just gave one. The fireball example. I can give you thousands of examples over the past 30+ years where casters were less useful than fighters in combat. Casters run out of spells. Often. Or they don't have a useful one memorized. Or they don't have the components. The list goes on.
I fear you're clutching at straws, here; mundane actions are as rigidly defined as magical ones - there's just not all that much that they can do.

Wait, what? No they're not. Spells, and magic, are very rigidly defined because they don't occur in real life to have as a comparison. The rules are very clear how, what, when, and what effect various casting of magic does. Mundane actions are much looser. It's pretty much, "Come up with a DC value for the action the player wants to do and determine the appropriate ability modifier to use." If you're PC doesn't have casting ability, they can't cast a spell. If they aren't a battlemaster fighter, the can still attempt to stun, trip, etc. Just tell the DM what you want to do.

The rules spell out exactly how far/fast/much you can jump, run, climb, push, pull, carry, throw and shoot. They spell out how much damage you do with actual weapons, improvised weapons or your fists.

You can improvise, of course. But there's no framework for it in the rules, and there's no reason - other than attempting to balance an imbalanced ruleset - to make whatever you or your table comes up with to handle terms of improvised actions the exclusive province of non-magical characters.

How fast can you run, jump, climb carrying a large rug? Or your incapacitated buddy? Where does it spell out exactly how leap on the table and then leap onto the orc trying to bear him to the ground? There are hundreds of scenarios that can occur that aren't spelled out exactly in the books that can, and do, occur in actual game play. They don't need to be spelled out exactly. And you're wrong, there is a framework for these. It's called the DC system, and is pretty clear on how to come up with your own rulings.




I think it's likely that casters will be using their spells, yes. That's what they have them for!

What part of "here's a list of reasons why the caster might not have access to cast that spell" is not sinking in? No one is saying the caster won't cast their spells, I am saying they can't cast the perfect spell for every scenario all the time, which is a key base assumption in these types of comparison.
But furthermore, you seem to be focusing mostly on combat. The wizard's power, it seems to me, is mostly in the non-combat sphere. The fact that the wizard is also competitive with the fighter in combat strike me in itself as a mark of potential imbalance.

I'm not talking about just combat. Once again, this "he fact that the wizard is also competitive with the fighter in combat..." is dependent on a white room scenario. If your wizard preps spells focused on the out of combat scenarios, you can't also say he's as good as the fighter if he doesn't have any combat spells prepped. And vice versa. You can't have it both ways.
A 1st level fighter can shove one target no more than 1 size category larger 5' with an opposed check, forgoing the chance to do damage.

A 1st level wizard can do Thunderwave, an AoE that does 2d8 damage (ie comparable to the fighter's damage on a hit), and still does half damage on a successful save, and if the save is failed can push the targets 10' regardless of their size.

It seems to me that the wizard is going to be doing the bulk of the forced movement: AoE plus auto-damage, whereas the fighter has to forgo damage altogether to have a chance to push one, size-limited target.

IF the wizard has that spell available. Seriously, this isn't that hard. Maybe the wizard never learned that spell. Maybe they did prep it because they prepp'd another spell. Maybe they already cast that level slot and don't have any available. Maybe the wizard doesn't want to put his squishy self on the front line of combat to make that spell effective. All of these are factors that completely tear down your argument.



It was not that. The quote is "if one class has WAYS to bypass the HP system, then every class should". It did't say that it should be done in the same identical ways. This was for pointing out that if there is a ruleset, that should apply to all players in the game. If I play tennis, I may have a bigger serve than other players, but I still have to put the ball in the box. .

If you have two ways that mechanically achieve the same thing (bypass hp completely), then the fluff doesn't really matter. The end result is the same. And I don't think that just because one class might have a way of doing something it means every other class should. That's like saying, "if one class can cast healing magic, every class should." Again, niche protection isn't necessarily a bad thing.
 

So, a couple things are going on here that muddy the waters.

First off, the bard is using smite spells. This is perfectly legal but also extremely powerful and annoying. (Why is a bard SIGNIFICANTLY better at smiting than a paladin?) I would disallow this as a DM, as a house rule. If you get rid of the smites, the bard's damage falls below the fighter's more significantly.

Just a quibble ... he really isn't. Sure, the Bard gets those Smite spells earlier, but they also (a) cost a bonus action, (b) require Concentration, which means the Bard has no other buffs up while trying to get that one hit, and (c) can't poach the Divine Smite feature which doesn't even use an action at all (and the Paladin can actually stack on top of a Smite spell's damage).

Personally, I'd much rather take Haste with Magical Secrets than ANY Smite spell. Then cast Haste on a Barbarian, Paladin or Blade Warlock for a much more efficient damage boost than if I were to cast it on myself. For that matter, there's probably a few other Lv. 3-5 spells that would be on my Magical Secrets list before the Smite spells. Bards with Smite spells are a neat gimmick and nothing more.

But, yeah, anyway, the idea of using Faerie Fire as the example of how Bards do sooooo much more damage than Fighters is laughable, when it's Fighters who are putting the Bard's damage boost from that spell to use in the first place. If the 5e Bard is overpowered compared to the Fighter, so was the 4e Warlord (who probably was overpowered to be fair, but still needed good melee allies to actually do anything).
 
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Andor

First Post
It was not that. The quote is "if one class has WAYS to bypass the HP system, then every class should". It did't say that it should be done in the same identical ways. This was for pointing out that if there is a ruleset, that should apply to all players in the game. If I play tennis, I may have a bigger serve than other players, but I still have to put the ball in the box.
The concern for me here, is not about having differences: it's the magnitude of those differences. Frequency doesn't really matter: even just having a single option per session to break the game is still, well, game breaking. It may be amusing the first time it happens, but to me it gets old very soon, as it potentially removes opportunities for gameplay and participation for everyone else.
Look, maybe I'm overreacting here and things will work out just fine, but I'm not keen to start a campaign with a system and then, after significant investment of time and money, find out that at a certain point the game becomes something else completely.

It is the nature of D&D that the nature of the game evolves significantly in the course of play. Sometime around 5th-7th level flight and ariel combat play a significant role. Around the same levels long range communication becomes feasible if not routine. At upper levels you can literally go kick a God in the shins to get his attention. (I didn't say it was wise, I said you can do it.)

If you want the growth of PC abilities to be incremental rather than transformative you really do want another game. I say that with not the slightest intention in the world to denigrate you or your playstyle. You might be better served by something like EarthDawn or RuneQuest or GURPs.
 

Quartz

Hero
Really, if you let D&D spellcasters nova every encounter then of course they will dominate. But put them in situations where they cannot and they will not.
 

pming

Legend
Hiya.

[MENTION=6777377]Jack the Lad[/MENTION] :
Sacrosanct pretty much summed up what I was going to reply (thanks Sacrosanct!).

That said... I've been playing RPG's since late '79, mostly as a DM. My highest level character is a 20th level 1e AD&D Magic-User named Denakhan. I've written about 3 'full' RPG's (never published; just for fun). I've written two campaign settings (1 for 1e AD&D/Hackmaster, and 1 for Powers & Perils). I've only played two sessions of 5e, as a DM both times, for a total play time of about 5.5 hours.

**snip**

Y'know, I've tried to write a reply three times now (this will be #4). I now realize that there is no way for me (or other long-term DM's like KarinsDad and Sacrosanct) to "prove" our experience is true as per rules. Why? All the 'proof' I could think of was basically anecdotal. I'm not going to write a 60 page novella detailing the experiences of a party of adventurers (with rules footnotes, of course), because it would be fruitless. I can say "A fighter can fight all day long", and I can get a reply that says "But fighters have HP limits, so they can't". I can reply "Yes, but they can drink potions of healing, or get clerical healing, or use a short rest/second wind", which would net a reply of "But so can the wizard". Etc, etc, etc. I can't 'prove' that game play experience will balance out all the sparkely-whizz-bang things a caster can do simply because there are not "game play experience" rules in the system.

All I can say is this: If casters are so overpowered, why don't we see parties consisting of wizard, wizard, sorcerer, warlock, wizard? If the game was so bias in favor of casters, I don't think we'd see more than a handful of other classes represented in "the wild" (re: forums, game conventions, online play, personal campaign web sites, etc). But we do. We see a LOT of other classes. All over the place. Just go to Obsidian Portal and check out some personal campaigns of folks...lots of other classes represented. Lots.

^_^

Paul L. Ming
 

Cybit

First Post
Note that a lot of the spells referenced (Speak With Dead, Shatter, etc), are all far far weaker in 5E than they were in earlier editions; please make sure you are using the right version of the spell. Also, most of the spells referenced can only be used one at a time, and heaven help you if you get stunned or dazed or hit with a incapacitate of any kind. (or charmed, etc).
 

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