D&D 5E A simple houserule for martial/caster balance.

No, what I am talking about is really leaning into that distinction. So a 30' jump while in armor is to far at lvl 1-10 (because that is in reality impossible); at 11+ lvl such things become possible. I'm not talking about how the fighter is currently constructed.
Sure, can casters get limited to pulling doves out of their sleeves?

Fighters live in a world of magic and should incorporate that into their training. Dwarven smiths have been making plate armor for thousands of years... hell an individual dwarf smith can be making full plate for longer than it was even IN USE on Earth.
 

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Simply cap spells known to 4th level or less (maybe 5th level or less). Casters can keep the slots.

Thoughts?

Possibly create magical items that allow casters access to higher level spells for atunement and sufficient class level.
The number one thing that has toned down casters, in my experience, is no free spells after first level. You have to buy, research, or take them from foes. Giving one free spell per level makes casters strong, but fighters can still keep up if they have cleave-type attacks.
 

The number one thing that has toned down casters, in my experience, is no free spells after first level. You have to buy, research, or take them from foes. Giving one free spell per level makes casters strong, but fighters can still keep up if they have cleave-type attacks.
That's just wizards though right? Why would Sorcerer's need to research their spells?
 

James Gasik

We don't talk about Pun-Pun
Supporter
Well it turns out that while magic is in their blood, they keep getting bit by mosquitoes, so they need someone to invent OFF and mosquito netting to keep a hold of their spells. In other news, giant magical mosquitoes are plaguing the Keep on the Borderlands, and an offer of 100 gp to an adventurer who can solve the problem has been offered.
 

That's just wizards though right? Why would Sorcerer's need to research their spells?
Not sure. I have to say I have never had a sorcerer in my game, so I haven't had to adjudicate them.

So, in 3.x, there was concern over the stealth bomber wizard. By 6th level they had invisibility, fireball, fly, and could craft wands. Furthermore, the choices required to reach that point did not close off all other choices- so the wizard could be a stealth bomber and do other things. In 1e, I did not notice this issue. While wizards of similar level could make wands (at my table with house rules) I didn't have that issue then. I think that this was in part due to the general difficulty in getting a set of specific spells to so such. And, if you did, it would be the only thing you could do. This gets boring, especially when you are playing a class known for its flexibility.

(This is a one paragraph summary of a complex issue- yes, there are generalities present.)

In 5e, the most effective throttle on a wizard's power level continues to be the contents of their spellbook, and how quickly they are able to gain complementary spells. Especially gaining those spells along with others so they aren't a one-trick caster. After running a handful of games with 5-9th level wizards, I see that letting them gain two spells per level, plus research / buy / loot more trends towards wizard's performance overwhelming the fighters. (Ignoring magic items.) I think if that was restricted, it would control the power imbalance better. I don't recall off the top of my head the level of versatility of sorcerers.

(I also think that fighters should have the opportunity to select more ... situationally useful maneuvers as level increases, but that's literally a different thread.)
 

Yes but the problem now is that the wizard is the only caster class where the GM gets control over the spellbook in the game.

We now have Clerics, Sorcerers and Bards as full casters. So the old limit the wizard's access to problematic spells thing doesn't work (and hasn't worked since 2e days).
 

It's not that wizards can't get problematic spells, just not all of them. :)

But, yes, Bards as full casters is odd. And, it's not a perfect solution for all classes.
 

dave2008

Legend
For @Micah Sweet:
What I would expect from a setting if the the divide between levels 10-11 is the divide between the mundane and extraordinary.
  • The game has a full set of features for mundane martial play in levels 1-10. The expectation being that people who want that style of play stop at level 10.
    • This would probably cap spells at 4th or 5the level of power.
  • The game allows for extraordinary martial features after level 10. This would be similar to super powers or over the top martial arts.
    • This would probably take spells up to level 9.
  • If you want mundane martials you play 1-10.
  • If you superpowered martials you play 11-20 (or 1-20).
With this basic set up I probably wouldn't have a "default" setting. You provide the rules and the players can determine what setting they want to play in and what level the want to go to.

Alternately you could do it like Pathfinder Mythic rules. So you do a mundane fighter lvls 1-20 or whatever, and then you can layer on top of that, at all levels, mythic / legendary options that take you beyond a mundane fighter.
 

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