S
Sunseeker
Guest
The balance now is longer fights (more rounds, not more IRL time) and more fights per day. Fighters keep on fighting. Casters run out of spells. If you run few or short combats, casters win.
My game group normally will not get past 10th level in a campaign, but now that we are staring down that reality my group is complaining that full casters (Wizard, Cleric, Druid) are going to warp the game. I can't say that I disagree, I have always felt like the D&D classes were playing in two different games; medieval combat movie and magic-users warp reality. Fourth edition was the only times things felt balanced, but that system had its own issues. Compounding this issue; our previous campaign we played using Adventures in Middle Earth, which has no casters, and had a blast.
My question is, how would you propose to either reign in full casters or buff up non-casters to make things feel more balanced in 5e?
Another option to consider, if you don't think this is sufficient, is upping the requirements for a spell slot refresh. You can't just camp and long rest to get them back -- maybe you have to return to your laboratory or sanctum, or make an expensive offering to your god, or what have you.If that’s the issue, I’d recommend keeping time constraints tight in your adventures.