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D&D 5E Truly Understanding the Martials & Casters discussion (+)

Aldarc

Legend
So then, what's wrong with magic, specifically, performing that role?

It's not like such a character doesn't exist, it's just that they use magic as their proxy. I can make a Ranger exactly as that warrior-type, but that's apparently not enough.

What is wrong with magic? Is it shameful that your warrior uses the essence of the weave to bolster his allies or navigate a wilderness? What satisfaction do you get from a warrior that does the same thing a Ranger does, but nonmagical?
Why should magic be the only or primary mechanical means in the game for player characters to reliably change the game fiction? Why can't there be more mechanics that also let characters of non-magical classes change the state of the game fiction as part of play? What is wrong with a non-magical character having the capability to mechanically change the game fiction? Why should this be exclusive to magic?

That’s fair.

But if people are looking for something that looks, sounds, smells and acts like magic. Maybe the solution is to have magic.

Spells are just useful packages for granular abilities that can be selected ad hoc and applied as the user wishes.

We acknowledge that when a sorcerer is using magic it will be different to the way a wizard uses it, or a bard or a warlock. Why can’t the fighter be happy with that?

When the fighter smashes his maul into the ground and causes everyone around him to save vs Str or take damage and be knocked back, why does that have to be fundamentally different to the Thunderwave spell?

Magic is just another way of saying beyond the norm.
I think you are missing my point here. Let me repeat myself:
Maybe that is what you are seeing, and I respect that you have that reading of the situation; however, I see things differently from you. I see people who want a warrior with the reliable mechanical capability to exert an impact on the direction of the game in ways other than making things dead.

As such, I don't think that people are pointing to the wizard or spells because they want the warrior to perform these exact things, but, rather, because magic is a clear area of the game where players have mechanical buttons to push or levers to pull that can reliably exert a certain degree of narrative agency over the game fiction. Magic does not require GM approval for it to succeed. The player casts X, Y happens as a reliable result (assuming successful check/roll), and Z becomes the new state of the game fiction. Lather, rinse, repeat.

I suspect that the popularity of the Battlemaster Fighter is no small part a result of how it has a suite of mechanical powers that allows the player a greater latitude of impact over the game in a way analogous to spells. Again, it does not necessarily involve the sort of things that high level magic is capable of performing, but it does often give the players a mechanical means to influence the state of the game fiction.

Moreover, magic is not limited to combat. Magic can also have a profound effect in the other game pillars. So casters often have a means to mechnically exert that sort of agency in all modes and pillars of the game.
I don't think that these people want something that "looks, sounds, and acts like magic," but, rather, something mechanical that lets their warrior characters reliably exert narrative agency over the game fiction.

And please note that I also point to the non-magical Battlemaster as an extraordinarily popular fighter subclass that has mechanical abilities that they can reliably perform: i.e., maneuvers.
 

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HammerMan

Legend
What is wrong with magic? Is it shameful that your warrior uses the essence of the weave to bolster his allies or navigate a wilderness? What satisfaction do you get from a warrior that does the same thing a Ranger does, but nonmagical?
nothing is wrong or shamful if you choose to be a caster... however if you WANT to not be but still have options you can't

this is why every edition I have played ended with a group full of casters... except 4e. Infact in 4e we had to constantly remember to have a caster or two. We were so martial starved our first campaign was 2 fighters a ranger a rouge and a warlord... and it was glorius. out of a dozen or so campagins I only remember 1 that DIDN'T have either equal martial/caster or MORE martial characters...

5e is already in 3e and 2e territory... multi/duel/sub class into spell casting
I actually think such rules could be designed with great precision and do exactly as intended. If WoTC invested in doing it, they could achieve it relatively easily. My confusion is how that should be a priority for them enough to do it. How often are martial players truly wishing to jump extraordinarily far? And is the lack of these rules hindering the game objectively?

If it's a matter of personal preference, then it isn't a problem or issue that needs to be resolved. And throwing shade at WoTC for not providing utility martials could be seen as inappropriate. I'm asking, what turns this from a design that doesn't cater to everyone into a problem?
at this point its' antidote vs antidoet... it's "I want X" vs "I don't want X"

why come to a thread about wanting X just to say you don't want X...
 


Remathilis

Legend
It's not a question of level, or replication.

It's a question of getting things to do:

Big Heroic Leaps
Mighty feats of strength
Crashing blows that throw enemies around
clobbering hordes of cannon fodder critters around you in one great sweep.
Taunts, staredowns, battlecries that unnever, goad or terrify enemies.
smashing walls
lifting and throwing huge things
grabbing one guy and hitting his friend with him
being a danger to anyone in a room with both you and matter like Jackie Chan.
running down wild animals like Tarzan.
executing basic battlefield tactics with allies including rallies
having some kind of danger sense
not being threatened by sad goblins when they are the pinnacle of mortal existence (don't say they're not. This was a specific design choice)

But isn't part of the problem there isn't a thing on that list that a 7th level wizard can't equally accomplish with a spell? Running and jumping are 1st level spells. Demoralizing a foe is 1st to 3rd. Smashing walls and feats of strength are maybe 2nd-4th level, depending on exact nature.

Now I'm not saying a fighter SHOULDN'T have those kinds of abilities; they should. But we've maybe moved the needle from a fighter having the shenanigans of a first level caster to that of a 6th level caster. Major improvement, but not quite the equality some people are looking for.
 


That’s fair.

But if people are looking for something that looks, sounds, smells and acts like magic. Maybe the solution is to have magic.

Spells are just useful packages for granular abilities that can be selected ad hoc and applied as the user wishes.

We acknowledge that when a sorcerer is using magic it will be different to the way a wizard uses it, or a bard or a warlock. Why can’t the fighter be happy with that?
When the sorcerer was created it really was a wizard with the serial numbers filed off so it could cast spontaneous spells. It's only gradually escaping that legacy. Warlocks are slightly different - especially as they have invocations.

Why can't the wizard be happy making attack rolls using fighter weapons and claiming Mage Armour and scorching bolts.
When the fighter smashes his maul into the ground and causes everyone around him to save vs Str or take damage and be knocked back, why does that have to be fundamentally different to the Thunderwave spell?

Magic is just another way of saying beyond the norm.
Not all magic is spells. Why do you think it is?
But why can Hercules move a river? He's the son of a God. Superman punch reality? He's an alien who gains power from the sun. They are "magical" in the sense that they aren't mortals. They have special birthrights that set them apart. They aren't normal people who trained hard enough to punch reality.
But why could Merlin cast spells? He was the son of a cambion. Why could Circe? She was a literal goddess. Why could Gandalf? He was one of the Maiar. Almost every mythological wizard has something supernatural about their ancestry.

If you want to say "fighters shouldn't be able to do supernatural things unless their parents are supernatural" then we should restrict wizards to the abilities of literal real world stage conjurers. Either that or say that fighters are just as entitled to supernatural birthrights as wizards are. Or we can just assume that birthrights are silly.
 

Now I'm not saying a fighter SHOULDN'T have those kinds of abilities; they should. But we've maybe moved the needle from a fighter having the shenanigans of a first level caster to that of a 6th level caster. Major improvement, but not quite the equality some people are looking for.
The idea that fighters get more powerful abilities as they level up is something I think most people would agree with.
 

HammerMan

Legend
Now I'm not saying a fighter SHOULDN'T have those kinds of abilities; they should. But we've maybe moved the needle from a fighter having the shenanigans of a first level caster to that of a 6th level caster. Major improvement, but not quite the equality some people are looking for.
this is also why I bring up moving rivers, punching through time and retcon punch... all well within 8th to 9th level spell range... earthquake stomp is easy 8th level... but lets look at 6th
Name ◇Level ◇School ◇Ritual ◇Casting Time ◇Components ◇Concentration ◇Source ◇
Arcane Gate6thConjuration1 actionVSyesphb 214
Blade Barrier6thEvocation1 actionVSyesphb 218
Bones of the Earth6thTransmutation1 actionVSee 15, xge 150
Chain Lightning6thEvocation1 actionVSMphb 221
Circle of Death6thNecromancy1 actionVSMgpphb 221
Conjure Fey6thConjuration1 minuteVSyesphb 226
Contingency6thEvocation10 minutesVSMgpphb 227
Create Homunculus6thTransmutation1 hourVSMgpxge 152
Create Undead6thNecromancy1 minuteVSMgpphb 229
Disintegrate6thTransmutation1 actionVSMphb 233
Drawmij's Instant Summons6thConjurationyes1 minuteVSMgpphb 235
Druid Grove6thAbjuration10 minutesVSMxge 154
Eyebite6thNecromancy1 actionVSyesphb 238
Find the Path6thDivination1 minuteVSMgpyesphb 240
Flesh to Stone6thTransmutation1 actionVSMyesphb 243
Forbiddance6thAbjurationyes10 minutesVSMgpphb 243
Globe of Invulnerability6thAbjuration1 actionVSMyesphb 245
Guards and Wards6thAbjuration10 minutesVSMgpphb 248
Harm6thNecromancy1 actionVSphb 249
Heal6thEvocation1 actionVSphb 250
Heroes' Feast6thConjuration10 minutesVSMgpphb 250
Investiture of Flame6thTransmutation1 actionVSyesee 19, xge 159
Investiture of Ice6thTransmutation1 actionVSyesee 19, xge 159
Investiture of Stone6thTransmutation1 actionVSyesee 19, xge 159
Investiture of Wind6thTransmutation1 actionVSyesee 20, xge 160
Magic Jar6thNecromancy1 minuteVSMgpphb 257
Mass Suggestion6thEnchantment1 actionVMphb 258
Mental Prison6thIllusion1 actionSyesxge 161
Move Earth6thTransmutation1 actionVSMyesphb 263
Otiluke's Freezing Sphere6thEvocation1 actionVSMphb 263
Otto's Irresistible Dance6thEnchantment1 actionVyesphb 264
Planar Ally6thConjuration10 minutesVSphb 265
Primordial Ward6thAbjuration1 actionVSyesee 21, xge 163
Programmed Illusion6thIllusion1 actionVSMgpphb 269
Scatter6thAbjuration1 actionVxge 164
Soul Cage6thNecromancy1 reactionVSMgpxge 165
Summon Fiend6thConjuration1 actionVSMyestce 112
Sunbeam6thEvocation1 actionVSMyesphb 279
Tasha's Otherworldly Guise6thTransmutation1 bonus actionVSMyestce 116
Tenser's Transformation6thTransmutation1 actionVSMyesxge 168
Transport via Plants6thConjuration1 actionVSphb 283
True Seeing6thDivination1 actionVSMgpphb 284
Wall of Ice6thEvocation1 actionVSMyesphb 285
Wall of Thorns6thConjuration1 actionVSMyesphb 287
Wind Walk6thTransmutation1 minuteVSMphb 288
Word of Recall6thConjuration1 actionVphb 289
programed illusion. soul cage true seeing contigunsy, create undead, arcane gate... what 20th level fighter can 1/day (heck 1/year) match the power of those?
 

at this point its' antidote vs antidoet... it's "I want X" vs "I don't want X"

why come to a thread about wanting X just to say you don't want X...

Yep. Listen, I don't begrudge someone their PH Fighter with magic items. That is a fine archtype and if some people are fine with it, great.

I really dislike those same people arguing against including other options, especially with the following logic (I saw this a lot with the Warlord threads):

Person 1: Fighters are fine as they are. I've never had a problem with having high level Fighters and Wizards in my party.

Person 2: Cool, I want to have a real on and off the field martial leader. Here's a draft of the Warlord -- it gets all these powerful cool abilities but I think it's fine because they aren't really better than the Wizard's spells at those levels.

Person 1: Whoa, that's way overpowered. The Fighter doesn't get anything near that.

Person 2: I'm not comparing it to the Fighter, I'm comparing it to the Wizard which you said was fine???

Person 1: The Fighter is fine, but no one will play a Fighter if you add this Warlord.

Person 2: ??????
 

jayoungr

Legend
Supporter
the drunk master can not prep X or Y they ALWAYS have Z. So you don't feel like you wasted preping Z it was your only option.
I agree with this statement.

I will disagree with this becuse that is also true with plenty of casters "My waarlock took X spell and is locked in instead or Y"
I'm confused--what are you disagreeing with?

However I am explaining why as both a DM and a player I HAVE HAD LESS FUN
I know that people who complain are speaking from their own experience. I am not saying their experiences are invalid. I'm only saying that they're not universal. But I know it's generally not helpful, when someone is unhappy, to say, "Well, I'm fine"--which is why I usually keep silent on this subject.

Honestly, it probably comes down to the player and the group as to whether the experience of playing a completely non-magical character is satisfying or not. And probably the people who are satisfied don't seek our message boards to talk about the experience, so we mostly hear from the people who are unhappy, which can create the impression that the majority are unhappy because the majority of talk is unhappy talk.
 

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