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

So my question would be… what is the fundamental difference from a V,S spell that smashes folks back in a 10’ radius vs a the same effect in a non magical situation.

Please don’t say counterspell/anti magic aura as these are so corner case as to be negligible.

Is it all just flavor? In which case why not just adapt?
IMO it is just a matter of flavour that's the difference BUT the actual important thing is that the wizard actually has it encoded into their capabilities whereas the fighter doesn't, so the fighter has to petition to their DM at every table and is subject to their mercy to get their 10' knockback ability or whatever else added to their character, if it's officially added to their list of abilities, then it's officially added.
 

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Even if you challenge the argument, assume it's being made with honesty.
Especially on EN World. Reddit maybe not so much, but 'round here I've not seen much trolling.

I think Neonchameleon's point, though, isn't that honest arguments against the sorts of changes some here advocate don't exist; as you note, they surely do. I thought Neonchameleon's point was there were no rebuttals yet against those specific points except a few that Neonchameleon did not find persuasive. No?

But I think I have given another reason not on your list, Neonchameleon: that bit I mentioned about the Law of Unintended Consequences. In a many-variable system, it's too easy for the changes we think will do great things to end up causing a total mess. That's why I think Mort's suggestion of WotC sending possible such changes to UA is a great, great idea: it enables truly vigorous and rigorous playtesting without anything becoming finalized AND the parties that want such changes right away can look up all the reports from others who've tried them and learn from each other's insights when mulling their decisions about how best to achieve their desired balance between the classes.

I mean, who loses out in this imagined scenario? I can't think of anyone.
 

So my question would be… what is the fundamental difference from a V,S spell that smashes folks back in a 10’ radius vs a the same effect in a non magical situation.

Please don’t say counterspell/anti magic aura as these are so corner case as to be negligible.

Is it all just flavor? In which case why not just adapt?
Spells are limited use. They share resources with other spells. Spells also make the day more nova-centric, compounding rest/pacing issues. I guess we could make a class with access to "Big Smash" cast at will at X level, but it seems like a lot of unnecessary steps for something that should be a staple of mythic heroes.
 

It is a problem for the whole class. Because of the bar of the Berserker, the best a Beast Barbarian can muster is a 1d6 claw attack.
The thing here is an extra attack is about a 50% damage increase which is absurdly powerful. Especially for a raging barbarian.
Arguments on my side would be:
  • It's inefficient if it isn't a big priority. [snip]
  • It doesn't align with the core themes of D&D. That being, Magic is everywhere and it's vital for adventurers. The game isn't Pathfinder or Dungeon World. [snip]
I haven't seen an earnest argument saying they don't like other people's fun. Please, go into this discussion assuming good faith. Even if you challenge the argument, assume it's being made with honesty.
I'd disagree strongly with the first point here. I don't know if you've seen the Echo Knight which I keep praising in this thread. But it takes literally a single side of a page in a book, including an illustration. It is however excellent. It's a fighter who is able to summon echos from different timelines - and because of this it gives a whole range of things including combat flexibility, scouting (you can see through your echo's eyes), and even short range teleportation (you summon the echo then swap places with them). And it's added far far more to my games than a monster or two ever would have - and probably more than an entire setting like Planescape would have. It's a fighter, it's exceptional, and it emphatically isn't a caster.

As for the second, I'd say there are two important points as to the themes of D&D 5e as a part of the wider D&D ecosystem.
  • Almost everyone can wield magic. Only four classes (fighter, barbarian, rogue, monk) aren't explicit spellcasters. That's either a third of classes or less than a third of classes if you count the artificer. And of those four classes in the PHB either two or three had caster subclasses (arcane trickster, eldritch knight, arguably four elements monk, possibly way of shadow monk). And of the remainder the Path of the Totem Warrior is not exactly non-magical.
    • I would further add that the rogue is able to go above and beyond with Cunning Action, and the monk is with Chi even as the vanilla classes.
  • Magic is a part of you rather than loot. This isn't a theme of "classic" D&D with its "Magic Item Christmas Tree". But D&D 5e has deliberately reduced how much external magic you can have thanks to attunement.
Indeed the game isn't Pathfinder. Magic is less important; you don't have a magic item Christmas tree and you don't play with stacked buffs and save or suck spells dominating. Winning without magic is intentionally more possible.

What I actually want for the fighter (and the rogue) that's relevant to this thread is:
  • More subclasses like the Echo Knight, the Rune Knight, the Phantom, and the Soulknife.
  • A second subclass for the fighter picked at mid level (no higher than 12) explaining how these people can actually go toe to toe with dragons. ("Just that good" is an acceptable answer, as is "ridiculously strong" and even "Almost magic immune")
What I also want for the fighter includes:
  • The Champion dropped and replaced with the Samurai as the "simple fighter". The Champion sucks.
  • Better Warlord options in the Battlemaster including one for a target to spend a hit dice and recover that plus your superiority dice hit points. And a "Duck!" ability. Also Direct the Strike as a fighting style.
  • Possibly folding the Battlemaster into the core fighter.
 

IMO it is just a matter of flavour that's the difference BUT the actual important thing is that the wizard actually has it encoded into their capabilities whereas the fighter doesn't, so the fighter has to petition to their DM at every table and is subject to their mercy to get their 10' knockback ability or whatever else added to their character, if it's officially added to their list of abilities, then it's officially added.
Well the fighter does have it encoded. It’s called the Eldritch Knight. Or Magic Initiate. Both of which allow that power.
 

Spells are limited use. They share resources with other spells. Spells also make the day more nova-centric, compounding rest/pacing issues. I guess we could make a class with access to "Big Smash" cast at will at X level, but it seems like a lot of unnecessary steps for something that should be a staple of mythic heroes.
Limited use is a typical way of controlling powers for balance purposes. How is it reasonable for wizards to have limited abilities for wizards but have unlimited abilities for fighters (on top of all their other benefits). It’s just not practical.
 


Spells are limited use. They share resources with other spells. Spells also make the day more nova-centric, compounding rest/pacing issues. I guess we could make a class with access to "Big Smash" cast at will at X level, but it seems like a lot of unnecessary steps for something that should be a staple of mythic heroes.
  • Second Wind: "Once you use this feature, you must finish a short or long rest before you can use it again."
  • Action Surge: "
  • Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn."
  • Ki: "
    W hen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. "

Barbarian & paladin are long rest classes, but monk & fighter are setup in a way that very much encourages Nova>letstakeashortrrest the second the last foe drops. Other than warlock casters are all pretty long rest based & need to pace themselves rather than go for broke at all times. I've even seen wizards refuse to take or scribe tiny hut or get up & go get pizza next door after announcing their initiative because they had no interest in enabling it while stuck sidelined in the dome yet again.
 

I've never been a fan of low magic D&D, so again it doesn't bother me. It's more a case of "this is what you're giving up to achieve this" than a legitimate complaint from me.

Again, if you want to give fighters and rogues a source of magical power like rage or ki, be my guest. I just wanted everyone to consider that every class will now have some form of magic backing them up.
Its less that every class needs to have some form of magic backing them up than it is ejecting the assumption that any D&D PCs are 'basically normal'. If you accept that all PCs are 'exceptional', whatever the nature of that exception is, then it's easier to grant them exceptional capabilities.

Magic is certainly the easiest(laziest) way to justify that exceptionalism, if that's something you feel the need to do, but isn't the only way.
 
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