As opposed to previous editions, that is.
In previous editions, the partial caster classes are mostly a mixture of mechanics from caster and non-caster classes - they get spells and martial or skill abilities and they occasionally have some unique ability that blends the two. There's no unique mechanics for being a half caster, though.
On balance, though, there is a consistent framework in 5e for half-casters with distinct powers that no other type of class has. We have the Paladin and the Ranger at the moment. Consider:
That's purely the magical mechanics. If you look at more general effects, there's even more structural similarity - mostly utility powers at level 1, fighting style at level 2, extra attack at level 5, etc.
It's interesting to find this sort of framework - it makes me think they spent time designing and balancing the half-casters as a distinct mechanical thing in their own right, which I rather like. I especially like their unique half-caster spells (although there needs to be a decent name for that type of spell; attack enhancement?).
In previous editions, the partial caster classes are mostly a mixture of mechanics from caster and non-caster classes - they get spells and martial or skill abilities and they occasionally have some unique ability that blends the two. There's no unique mechanics for being a half caster, though.
On balance, though, there is a consistent framework in 5e for half-casters with distinct powers that no other type of class has. We have the Paladin and the Ranger at the moment. Consider:
- They get no cantrips
- They get exactly half the spell slot progression of a full caster
- They have a mechanic that allows them to spend spell slots for a powerful ability (smite for the paladin, supersense for the ranger)
- They get access to a unique class of spells that only appear on the spell lists of half casters - Bonus action to cast, duration concentration up to one minute, trigger on the next [melee,ranged or either] weapon attack that hits.
That's purely the magical mechanics. If you look at more general effects, there's even more structural similarity - mostly utility powers at level 1, fighting style at level 2, extra attack at level 5, etc.
It's interesting to find this sort of framework - it makes me think they spent time designing and balancing the half-casters as a distinct mechanical thing in their own right, which I rather like. I especially like their unique half-caster spells (although there needs to be a decent name for that type of spell; attack enhancement?).