Mind of tempest
(he/him)advocate for 5e psionics
what is the present count I have not voted yet and thus can't see?
personally i think there's too much emphasis on wizards to be doing Big Damage as their contribution to combat, you have your cantrips which can do 'reasonable' damage all day long, often with rider effects, and you have all your control and buff spells still: crown of madness, banishment, wall of fire, hypnotic pattern, earthbind, haste..., plus leave them a few damage spells that are intended as the 'combat utility belt' that nonmagic combat can't deal with: magic missile, chromatic orb, shatter, those sorts of spell.Though wouldn't it be nice if there were a sort of...separation? Like, if the Wizard did not have to sacrifice "can participate in the single most commonly-used and rule-intensive portion of the game" in order to fulfill its core mechanical conceit, the "I am the utility-belt woman with MacGuyver magic" part?
Say, for example, if rituals were separated from the spell slot system. Obviously they'd still need some limiters, but we could do that easily--they cost money instead. Wizards, being the supreme ritual casters by nature, would have a class feature that lets them ignore some of these costs, call them "ritual components" perhaps. Not like, "can cast any ritual you want at any time for free always," but enough cheap/free rituals that it truly feels like they're pulling out powerful Batman tricks.
I'm sure this is all crazy talk though. No D&D game could ever work that way.
i feel this is against the point of it being a blind vote but herewhat is the present count I have not voted yet and thus can't see?
I'm curious whether your group is mainly folks who started playing DnD long ago, that would fit my stereotype prediction that no one under 30 has every played a rogue, cleric, or wizard. Surely there are exceptions though so who knows
I was making a perhaps too attenuated joke. The system I just described is what 4e did. Every character had combat-facing AED powers and variably applicable U powers, and then Rituals were an entirely separate system paid for by money and/or ritual components (or residuum, the condensed magic that comes from disenchanting most magic items.)personally i think there's too much emphasis on wizards to be doing Big Damage as their contribution to combat, you have your cantrips which can do 'reasonable' damage all day long, often with rider effects, and you have all your control and buff spells still: crown of madness, banishment, wall of fire, hypnotic pattern, earthbind, haste..., plus leave them a few damage spells that are intended as the 'combat utility belt' that nonmagic combat can't deal with: magic missile, chromatic orb, shatter, those sorts of spell.
i do not think a wizard should be a capital C-combatant in the way a fighter or a paladin is, you are soft and squishy and should be cowering for your life away from the giant with their club which weighs more than you do.
oh i'm aware, but i think my post can stand independent of that, the strength of a wizard's AED powers should not match a fighter's AED's if more of the fighter's total power budget is dedicated to their potential in the combat pillar.I was making a perhaps too attenuated joke. The system I just described is what 4e did. Every character had combat-facing AED powers and variably applicable U powers, and then Rituals were an entirely separate system paid for by money and/or ritual components (or residuum, the condensed magic that comes from disenchanting most magic items.)
All ages, for us. One of my 40something players rolled up a Fighter, another 40something rolled up a Rogue, and their 11 and 12 year old offspring are currently playing a Fighter and a Cleric for their home game, I'm told. So far, I'm the only one to ever roll up a Wizard.I'm curious whether your group is mainly folks who started playing DnD long ago, that would fit my stereotype prediction that no one under 30 has every played a rogue, cleric, or wizard. Surely there are exceptions though so who knows
what is the present count I have not voted yet and thus can't see?
I've got a homebrew Paladin, Champion of the Beast Spirit which does that.This match up prompted some thoughts for me.
I like Oath of the Ancients and the general vibe of a paladin to the "old gods" or primal forces.
Is there a way to take a few more steps on that path?
My initial thought was to swap something out of the paladin in exchange for the Totem barbarian's animal-related abilities.
I then started to think of spells which would allow partial shape-shifting or calling upon a spirit animal. So, instead of shifting into a bear, perhaps you invoke the spirit of the bear and enter a fighting stance that grants various bonuses based upon a particular animal. Mechanically, this might take the form of a Concentration spell that is loosely based on Enhance Ability.
Bear Stance would grant Paladin Level+CHA temp HP; advantage on Con checks for the paladin and adjacent allies, and.... maybe something else for as long as the paladin concentrates (up to Cha Modifier Hours). The temp HP do not regenerate, but they may be 'healed' as long as the stance is in effect.
Just a rough idea.
What would you swap out of the normal Paladin package for any of this?