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

While I don't think gonzo was meant to be insulting to anyone (or at least I prefer to give people the benefit of the doubt), there was probably a better term.

Realistic subclasses and Powerful/Heroic/Superheroic/Mystic/etc. subclasses?
 

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yeah, if anyone from WoTC is listening(reading) give us 2 months of weekly UA with different warriors with different levels of complexity and power... get the feed back then make a follow (maybe 4-6months later) and that would be great.
I would love to see that happen. It would have great advantages for DMs and players who've long had quarrels with the creeping weakening of martials, but it wouldn't push any proposed solutions on those who think there is no problem or think the problem is small enough not to worry about, AND AT THE SAME TIME it would benefit WotC/Hasbro greatly by demonstrating attentiveness and responsiveness to players' interests and requests. They'd gain a lot of good will and "street cred" from it, wouldn't they?

I mean, this looks to me like a win all around, no? Heck, maybe we could email them a link to this thread with some suggestions and see what they say.
 

Not every person who picks up a spell book can become a wizard. Not every priest at the temple is a cleric. Not every plainsman is a barbarian. I'm fine with a fighter tapping into some supernatural source to get thier superhuman abilities. Birthright is one example, you could say they got a godly blessing, drank super-soldier serum, dipped in the magic river as a babe, or discovered the magic of Muscle Power. But if we do so, we are giving up the idea that PCs are ever average people. All PCs are Magical in some way.
I think an easier way to frame this is that all PCs are extraordinary in some way..which should be universally true in a game based on heroic fantasy.

It can be any of the things you've listed or it could just be exceptional genetics, biochemistry, metabolism, etc. It doesn't really matter that much why they can do incredible things as it does whether they can do incredible things.

The why is all flavor at the end of the day
 

Realistic subclasses and Powerful/Heroic/Superheroic/Mystic/etc. subclasses?

Except that the "realistic" subclass at high levels has to at least vaguely keep up with the magic using classes. So, they all have to be Powerful/Heroic/Super-heroic eventually.

Mystic is talking about source of power, and that's probably more the direction to go. But then we get into how the Barbarian and Artificer are really martials already doing "warrior with other power sources".
 

Except that the "realistic" subclass at high levels has to at least vaguely keep up with the magic using classes. So, they all have to be Powerful/Heroic/Super-heroic eventually.
True. I would probably have grouped Realistic and Heroic together, as I see Heroic as "possible" somehow IRL, even if it currently isn't.
 

I don't think Rage has the design space for:

  • Breath Weapon
  • Wings
  • Large size
  • Eye rays
  • Water breathing
  • Scales or Hide
  • Spines
It can do some things like elemental attacks or natural attacks. But a barbarian doesn't really shift to a different monstrous style of play.




The idea is that such a character is still tinkering with the infancy of the next era of technology. Firearms existed in medieval times. They just stunk

Also D&D snatches up some aspects later than the medieval period of Europe Africa and Asia for the Rule of Fun.




D&D is more Late Medieval Early Renaissance in rules.

The D&D 5e nonmagical Tinker would be more warrior than expected due to the base weaknesses or unreliability of advanced tech balanced to the " of the time" tech. Especially with the expectations of combat prowess of all characters.
I mean. PF2e would like several words with you with respect to the breadth of design space in "Rage". See Dragon Instinct and Animal Instinct.
 

I don't think that people who feel this way are necessarily expecting that you should rally to their cause. A good first step is extending a sympathetic ear. I also think that some of your questioning can also be antithetical to your previously stated goals of understanding others and achieving a fruitful discussion, as it can be off-putting and put these people on the defensive, that their cause has to be justified and rationalized in full before you can even extend sympathy or consideration in part.
I'm not going to pretend to sympathize, though. I want to actually sympathize, but I need to understand otherwise I'm just patting people on the back saying "there, there. Maybe one day WoTC will do what you want."

And I'm trying to give those who want to explain in full a platform. It's easy to say what you want, but being questioned allows you to explain how and why you want what you want.
This is clearly saying: you cannot achieve perfect balance, and individual groups are likely to deviate in one way or another, so it's not worth pursuing. The whole point of my original statement was to reject this strawman argument against perfect absolute balance.
I'm looking towards a theoretical future where perfection is possible and the results still doesn't seem very profitable. So if the best-case still doesn't seem great, then the realistic model would at least be subpar as well. Again, in terms of profit/making it worthwhile.
Irrelevant. FIghter is presented as a peer of Wizard. If they are not peers, don't present them as such. And if they are peers, make them such. Peers do not have to be absolutely perfectly equal. But they should be, y'know, peers. The player is choosing between options presented as equally valid: not "absolutely perfectly equal in every possible way such that it isn't even in principle possible to choose between them except by personal preference," but equal in the sense that anything one "gives up" is compensated for by something it "gets" in return. The way the game is currently designed, that is simply not true of the Fighter. It does not get ridiculous superlative mastery of combat; it is at absolute best, under ideal conditions, only very slightly better at combat than a Paladin or even a Wizard, yet both of the latter gain a LOT of non-combat resources.
From my perspective, what the fighter gains is less. And that less is more for some people. I've mentioned before, but some people don't want to engage with any more of the rules and story than they must. Personally, I've had players upset that whenever they're in a situation, they are the ones who have to use their utility options because they're expected to.

Theoretically, you could not engage with something out-of-combat if you don't want to. Realistically, if the fighter has the power to break mountains, then when the party faces a mountain, the fighter would be expected to break it on behalf of the party. It happens all the time. The rogue with expertise in lockpicking is volunteered to pick locks, even if the lock might be booby-trapped and the rogue loses HP. The bard is expected to cast a charm on a person even if they might fail and cause the situation to go hostile. While you could say it's a party being bad, most would say it's common sense since those players are optimized to succeed.

A fighter doesn't have to worry about being asked to do much at their own risk or detriment. Nor are they expected to. They get to enjoy the game with less interactability and less expectations. I don't see this as a bad thing.

My question: why should I?
Which, perhaps humorously, goes back to my earlier question (that was ignored): Why is it we get Fighters who (allegedly) are absolute beasts in combat but get diddly-squat outside it (other than features everyone gets), but we never get a spellcaster that cannot even in principle contribute to combat (other than features everyone gets)?
Because combat is generally the longest and deadliest parts of D&D. If a character is bad at combat, they likely are going to die and they won't be a character anymore. Combat is also generally one of the most fun aspects for, from my experience, most players. Social and exploration are a more niche category of the game and players use those to get to the next fight quite often. It's important to know "social" and "exploration" is distinct from narrative.
 

off the top of my head I would start with the gibs slap...(I know it had a diffrent name but that was what we called it based on NCIS) where when an ally fails a skill check you can let them reroll it. next the gibs stare (Yeah when 4e came out with skill powers a bunch of us where into NCIS) where with a look you can auto accomplish a social skill.

on the more physical end, I would go with "Move mountains" like literally at level 17 let a fighter just destroy/move large chucks of terrain (maybe not mountains...that was tongue in cheek) I will keep coming back to the 'devert river to clean stables' and stomp cause minor earth quake as my examples.

superman punches through time, superboy punches reality (retcon punch) and the excuse is they are just THAT strong... those should be crazy weird things, but they are pretty much on par with wish.

even at lower level an option (not every fighter, not every rogue, just an option that can be taken) to just duplicate knock and kick through magically sealed doors...
That would no longer feel like D&D to me. I sincerely doubt I'm in the minority on that.

bat back spells... like just use your martial agility to counter spell

I could see beefing up the mage slayer to interrupt spells, but it looks like they're going away from giving "spells" to monsters and NPCs by giving the "powers" instead.

But take flying for example. It's far less disruptive to the core concepts of the game to just give the fighter the uncommon item boots of flying than to have the fighter flying just because they feel like it.
 


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