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So today I realised that half-casters in 5e actually have a distinct feel
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<blockquote data-quote="ccooke" data-source="post: 6634546" data-attributes="member: 6695890"><p>As opposed to previous editions, that is.</p><p></p><p>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 <strong>being</strong> a half caster, though.</p><p></p><p>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:</p><p></p><ul> <li data-xf-list-type="ul"> They get no cantrips</li> <li data-xf-list-type="ul"> They get exactly half the spell slot progression of a full caster</li> <li data-xf-list-type="ul"> They have a mechanic that allows them to spend spell slots for a powerful ability (smite for the paladin, supersense for the ranger)</li> <li data-xf-list-type="ul"> 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.</li> </ul><p></p><p>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.</p><p></p><p>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?).</p></blockquote><p></p>
[QUOTE="ccooke, post: 6634546, member: 6695890"] 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 [B]being[/B] 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: [List] [*] 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. [/List] 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?). [/QUOTE]
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So today I realised that half-casters in 5e actually have a distinct feel
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