Undrave
Legend
You really don't want to ever go more than 10% Blart. You could always go full Jackie Chan if you need humourI don't think that it's a bad idea to have mystical warriors with strange powers either. But if you have mystical warriors in a movie with Paul Blart Mall Cop, you have a comedy, not a heroic fantasy. Now, D&D isn't so bad that fighters are actually Paul Blart, but it trends in that direction. That's the issue. A high level fighter adventuring alongside mystical warriors should be 100% Beowulf and 0% Paul Blart, and that's not really entirely the case. I'd gauge the actual game at something more like 67% Beowulf/ 33% Blart.

And starting with a Ranger is already difficult... oof. Poor kid.I can think of a number of examples, but the best one is from a group of newbies that I ran for a few years back (this was the same group with the traitorous wizard that I mentioned earlier in the thread).
One of the players had a ranger who was a cool character. He even got very lucky with a deck of many things and ended up with Artura Pendragon as his follower. But he ended up asking me if he could retire his ranger and roll a druid instead. And, while he didn't say so, I have strong reason to believe that it was because the wizard was often overshadowing the group, despite that I, as DM, was working hard to make sure that everyone got spotlight time and cool things. Moreover, he seemed happier once he was able to play a full caster, even though he seemed to miss his ranger and often inquired as to what was happening to him.
Feats are not exclusive.There are tons of feats that do this exact thing.
I repeat: Feats are not exclusive.Can't you spend a feat to get more skills? Or are you talking about expertise or something?
Again: FEATS ARE NOT EXCLUSIVECan't you spend a feat to get more skills? Or are you talking about expertise or something?
Don't make me tap the sign again. Besides, Fighters need those feats or ASI to keep up their meagre combat advantage and they don't get THAT many.I feel like you are ignoring the main component of the fighter's versatility: feats.
Not necessarily the versatility of a Wizard, but certainly more than they have now. It's getting annoying to be penalized in-game for preferring one fictional archetype to another.I still don't understand why someone is playing a fighter if they want the breadth of versatility the wizard allows, or even what that would look like.
Excellent idea! I would include a sort of 'Hedge Magic' school that any spell caster can learn from that's mostly for every day usages. Stuff like Light, Mend and Sending etc. The kind of services you could sell in a big city you know?One thing that annoys me in all D&D editions about the Wizard is the ability to learn ANY spell. (And yes, even the 5e Wish spell can heal better than a Cleric can!)
This derives from old school, when the Wizard (namely Magic-User) was THE spellcaster. It covered any spellcasting concept, from sorcerer to enchanter to witch. So it could cast any spell.
In new school, the spellcaster has evolved and radiated into different kinds of spellcasters: Bard, Druid, Psion, Artificer, Sorcerer, Warlock, etcetera.
The entire D&D spell list divides up into about thirteen different spell themes.
I wish the Wizard would have a narrower focus and be more specialized in which kinds of magic the Wizard specializes in. I want this thematic focus for the sake of flavor. But it can also reduce the extreme versatility of the Wizard.
Suppose.
At level 1, the Wizard must choose only two out of these thirteen spell themes. Some might want Necromancy and Fire spells, some might want Enchantment and Force spells.
At each higher tier, the Wizard can select one more theme: at levels 5, 9, 13, and 17. By level 17 that totals six themes, almost half the spell themes in D&D. But not all of them. Perhaps the Wizard only gains new themes at level 9 and 17, totaling only four themes by the Legend tier.
When gaining new spells at each level, the Wizard can only gain spells from one of these known themes. These are the themes that the Wizard has affinity with − a knack for.
If the DM wants, the DM can allow the Wizard to find and figure out how to use other spells that are beyond the known themes. But the DM has control over which spells the Wizard can find. Meanwhile, the gain of spells while leveling still keep up the thematic flavor.
Or just a familiar. Little level 1 ritual.These are high level divination spells − that burn up slots − or require the Wizard to already be "familiar" with the location in the first place.
We could have had broken bones in 4e since we had the DISEASE TRACK! One of the most brilliant yet underused innovation that I really wish had been kept. Perfect to model illness, curses and grievous bodily harm! What's not to love?No Cleric has ever healed a broken bone.
My first RPG was 'Dragon Warriors' and in its core book it has only two classes: Knight and Barbarian. Mage and Clerics were added in another book and in a third book they added the Elementalist and Warlock (which was a Gish class).What about this thought exercise:
Imagine a world where RPGs didn't start with D&D or any fantasy RPGs. They evolved first as modern or sci fi mostly but the same kind of base mechnics were explored and evolved over the years so we got D20 type games, d6 games, Fate, Cortex, etc. D&D itself with all it's baggage never existed.

Dragon Warriors - Wikipedia
I sadly don't remember much on how the system actually played hmm...
Sleep doesn't need a save.This is false. Those are spells that might trivialize combat if everything aligns correct, including a missed save.
I think there's a bunch of bonkers spells that were added to the game back in the day with the intent that only big bad Spellcasters would have them and the DM wasn't expected to hand them out to PCs... but as restrictions on spells dropped, those legacy spells were dropped into the Wizard spell list. I think a bunch of them should just be removed from the player facing material. Like... why would ANYONE ever use Soul Jar?! If the DM wants to drop these 'forbidden spells' into the adventure in a spell book, it'll be their choice, but don't let a PC just pick them up at level up.For the thread title, they're definitely overtuned. Mostly okay at level low levels, with some really bs spells mixed in like Sleep and Web, but definitely manageable. As you level up though, it's just ridiculous, contingencies, Clone spell, Simulacrum buddy, True Polymorphing the Simulacrum, Planar Binding an army of elementals, etc, and a lot of lower level spells stay powerful. Too many spells are overpowered and not well thought out at all, I'd go the nerf hammer route.
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