D&D 5E Companion thread to 5E Survivor - Subclasses (Part XV: The FINAL ROUND)

Argyle King

Legend
I believe that spell app has existed for some time, though only in wand dedicated device form: tazer.

I would argue that a tazer (and even my phone example) has more limits than cantrips (and many D&D spells).

The problem is, spells are by definition ubiquitous already in any game where magic-users are a playable class. Literally the instant you have a book with a list of the existing spells and a class built around using them, spells automatically become ubiquitous. As you continue to play, this form of "wonder and specialness" will always disappear. And even if you can recapture it, it will decay away again--usually faster than before, because there will be preserved patterns (e.g. fireball is OP damage for its spell level because Tradition.)

I don't believe that defining something with commonly understood language and game terms is synonymous with said thing being ubiquitous.

Believe it or not, 4e actually solved this problem relatively early on. The so-called "Inherent Bonuses" system,* which IIRC was first printed for 4e Dark Sun, makes it so any weapon you pick up is +N, in terms of how effective it is. If you wield a bar stool, it's the equivalent of a +4 bar stool if you are at least level 17, doesn't matter if it's literally the most mundane bar stool in the world, you can wield it with skill. Due to the way magic items worked in 4e, it was almost always still possible to get a "better than inherent bonus" item, e.g. picking up a +3 sword at level 10, but if you genuinely loved your Sword of Squirrel Summoning, you could hold onto it and the difference would be made up for in two levels.

Further, magic item enchanting was intentionally fast and relatively fluid. E.g., if your Fighter had an iconic khopesh he looted from the Pyramid of the Phantom Pharaoh, but he later found an axe he'd never use but which had a cool enchantment, the "enchant a magic item" ritual could be used to transfer the enchantment from the axe to the khopesh (since khopeshes are in the axe and heavy blade weapon groups.) That way, you can either keep your iconic "of Squirrel Summoning" enchantment and pass it to a new, more preferable weapon form/potency, or keep your weapon and apply the "of Gorgonic Gouging" enchantment to it to replace the "of Squirrel Summoning."

Should you ever wish to implement this yourself, the 4e version gave +1 hit and damage at level 5n+2: 2, 7, 12, etc. It also gave +1 to AC and all defenses at level 5n+4: 4, 9, 14, etc. Given 5e has 2/3 as many levels and scales up to magic items *half as large, the calculations will work out a little wonky, but something like level 6, 12, 18 might work. Likewise for AC/save boosters, perhaps level 4, 10, 16?

I played 4th, so I am familiar with how it worked.

I will agree that 4E did a good job of making various magic items feel unique. In a lot of ways, I can appreciate the 4E approach.

Though, despite the many things I think were done well, I also believe that 4E was still very heavily married to a very vertical advancement model -and one which helped lay the foundation for 5E using increasing hitpoints as a primary way of scaling monsters.

Still, I'll give credit where credit is due: I think 4E addressed some of what I've mentioned. (I also vastly prefer the 4E philosophy behind encounter design.)

At the same time, my opinion is that 4E simultaneously did a somewhat poor job of doing some other things. (In particular, I believe that a lot of the 'official' advice on running skill challenges was bad advice; it was very possible to accidentally design a poor character by not picking up a few bonuses at certain levels; and a lot of errata intended to fix problems created new problems.)

I'm aware that I'm on the minority. But, personally, I would rather that the numbers of the game be less inflated and have more breadth of play rather than the typical march from 1-to-20 and +N. Though, arguably, that wouldn't be recognizable as D&D to many people, so I get why that isn't the approach.

Edit: This is going to conflict with my more-general views. However, I did like that 4E had 30 levels instead of 20. I feel that stretching things out made it easier to flatten some of the power curve. It also allowed for more points at which character choices could be made.
 
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Aldarc

Legend
The Tempest Cleric was the first PHB class/subclass to fall. I wonder how the Light Cleric would have fared. I suspect it would have fared better since it would not have @DND_Reborn gunning for it on account of how it won on a technicality.
 



Shadowdweller00

Adventurer
De gustibus non disputandum est, of course, but there are other factors too. Consider Harry Potter's magic system. Does its seem non-magical to you? Perhaps you do, though I fear you'd lose me there. But if you don't, why? It's even more repeatable and powerful than 5e cantrips. Or take Gandalf, who lights his pipe with magic all the time, and could do way more if he didn't obey the Valar (and Eru Ilúvatar by proxy.) Given LOTR is a sort of gold standard for "magical" magic, what is the salient difference?
Certainly the Potterverse is different from our own. Within the context of the fictional world, flying on a broom, say, or levitating objects with a spell is fairly mundane. From the standpoint of our world looking in, it's difficult for me (personally) to empathize or imagine myself within the Potterverse because of 1) how different it is (for example world or time breaking magic being apparently fairly common), and 2) how...caricaturish the whole thing comes across. Waving sticks and uttering silly, pseudolatin phrases to change reality.

As far as LOTR: Lighting a pipe with a magical spark doesn't come across as a gross, wonder-diluting display of magic to me personally. Magic overall in LOTR is quite subtle...which helps maintain the mystique of it IMO. And more often than not is invested in the craft of objects. Keep in mind that even Morgoth, the most powerful, magical being short of the creator deity (Eru Illuvatar) resorts to weapon use on the one occasion he is depicted in battle; rather than flying, hurling lightning bolts, or the like. Although clearly there was SOME magic also being used there "Then Morgoth hurled aloft Grond, the Hammer of the Underworld, and swung it down like a bolt of thunder. But Fingolfin sprang aside, and Grond rent a mighty pit in the earth, whence smoke and fire darted." (Silmarillion, Ch.18 - Of the Ruin of Beleriand and the Fall of Fingolfin).

But this is different. Magic, by definition, breaks thermodynamics and conservation. Our universe's laws just...aren't laws in a universe with D&D magic. The best you get is something like Newton's laws: excellent approximations in "narrow" cases (that is, when not in Einstein town or Heisen-burg, gosh I'm so punny! :p)

Breaking physical laws just a little bit vs. frequently is a distinction without a difference. Either way, they aren't physical laws anymore, because that's literally what "physical laws" means, that they aren't broken anywhere.
Magic effects are frequently written/designed without regard to real-world physics certainly...but at least with respect to conservation/thermodynamics...not necessarily? They just needs extra (or different) laws, forces, sources of energy to make them work. Regardless - generally speaking for myself at least, the farther a fictional world seems divorced from our reality the more difficult it is to empathize with or visualize myself in it. We still generally presume in the D&D that the default physical world has gravity, planetary curvature, conservation of momentum for most things, inertia, etc.

This I'll grant! But there are wrinkles. Over 100 creatures have (conditional) immunity to nonmagical weapons, and over 280 have conditional resistance. Over 90 have regeneration. Yet if we look at those which have both regeneration and one of those other two...we come up really short, with only five. Two of them are deity-level beings (Juiblex and Tiamat, the latter having no turn-off clause), two (constructs: bone worm and stone juggernaut) don't have a turn-off clause for their regeneration, and only the last ("spirit troll") has such a clause. So...on the one hand, creatures who have all three are essentially non-existent, but creatures who have only one are almost plentiful.
I was talking about the binary (boolean) presence of the traits. Not entirely sure why having multiple would be relevant here?

This develops into something that is extremely punishing for any party that doesn't have a spellcaster, again creating a situation where it is the spellcaster's best interests that the whole party must align itself around and which the DM must align their whole combat design around.
Presuming that a spellcaster is the only or even most effective way to bypass them. Magic weapons are usually amongst the more common magic items, at least in published adventures, not to mention torches, acid, oil, etc. Comparatively few monsters have outright weapon immunity. There are similarly plenty of monsters that give casters difficulty...or where the META favor direct physical attacks (or at least fall more quickly to weapon-focused classes) in my experience. Exceptions, variations, and DM-dependency of course.
If magic is going to cause this many problems, doesn't that mean we should (a) re-evaluate how magic is done, so it doesn't cause problems like this, and (b) look for ways to let off the pressure, so that players will be encouraged to do the things we want them to do, to have the thrilling, terrifying experiences you're (implicitly) advocating for?
One should generally evaluate and, if necessary, re-evaluate rule mechanics that are causing problems in your particular game. Regardless of source. I don't, to the best of my recollection, typically have more issues with casters over non-casters in games I've run (as DM).
Personally, I think this is an artifact of...let's call it insufficient zeal on the part of DMs and players in describing things, rather than any consequence of the item being magical. Because I can make a totally "mundane" sword incredibly special, and I can make an absolutely unique one-of-a-kind powerful sword really boring if I so wish. That's a power that has never been taken from DMs. Consider:
Good descriptions certainly go a long way toward creating mystique or specialness as well.
It's a metaphor for how knock-down, drag-out this sort of conversation becomes.
Fair enough. If the goal is to force people to admit that one's personal views are the one, true way, sure. I personally discuss and debate a lot of different subjects, hobbies, and interests in a variety of forums over the internet. I see quite a lot of pathologies - needing to get the last word in, bruised egos, general unwillingness to admit being wrong, insistence that people's subjective opinions and experiences can be wrong in the first place. Rather frequently I observe people who essentially hold the same viewpoint engage in bitter, multi-page debates.

Sure, but again, the problem is and has always been that the Wizard's player has some control over whether this happens--and to what degree when it does. Hence, they have every reason, even if they want what is best for the party, to behave selfishly: to set up situations so that they will always have the most spells possible, and to minimize, mitigate, or montage their way out of situations where they don't have any (relevant) spells available. That is the fundamental incentive of the existing Vancian spellcasting rules, and it is an incentive which points away from the intended experience of play, whether one desires Old School "High Gygaxian" murderhole dungeon-heistery or New School "High-Flying Action" fantastical set-pieces, or basically anything else that isn't specifically Casters & Caddies.
Yes. But the non-casters trying to prevent the Wizard (or M-U) from getting their Doom Spell off would also have some control over whether and to what degree this happens. For example - using quick weapons or hordes of minions to make it more likely to get strikes in first (e.g. more likely to get a favorable initiative roll). Or stealthy combatants to assassinate the squishies beforehand. That's how tactics works?
We can do better--and we can ask WotC to do better. We can ask for a game that doesn't reward players for blowing their entire spell slot load in 1-3 encounters and then expecting a rest. That is an achievable goal. We just need to have the will, and the patience, to pursue it.
Ok, yeah. Though I find novaing to be as much a balance issue for non-casters as casters. Well...maybe SLIGHTLY less of the time since the VERY few subclasses that do not have ANY limited-use abilities (Thief Rogue, etc) are all non-casters.
In an absolutely abstract sense, I agree, but D&D magic isn't abstract. Fly is generally useful for anyone. Chromatic orb is a guaranteed spell pick for anyone who can get it, because it's extremely versatile. Invisibility is both powerful and widely-applicable (there's a reason Plato used the Allegory of the Ring.) And with the way 5e does Rituals, you don't even need to sacrifice spell slots to have a number of useful, powerful spells on tap whenever you need them, so long as you have 10 minutes to spare.
If you're talking about 1e/2e spell balance here, I'm going to have to bow out. It's been too many years (decades) since I've played to still have a sense of the meta. If you're talking 5e...Chromatic Orb, for example, deals fairly significantly less damage on average than, say, Magic Missile. And neither maintain fantastic usefulness at higher levels. I seem to recall it was widely acknowledged to be an outlier in 1e/2e? Invisibility and Fly are and were great and broadly useful spells, but hardly the solution to every problem; or even major subsets of problem. Certainly with multiple different effects available, in multiple different publications, you're eventually going to have some that are better balanced than others. Kind of the nature of the beast. And once again - not specific to casters.

I don't think I've ever experienced significant balance issues with ritual spells in 5e, outside of Leomund's Tiny Hut; for reasons previously outlined. Maybe some minor annoyances with dead, secret, and/or super-obscure writing and Comprehend Languages.

Even within a game world, DM-chosen rewards have plenty of ability to warp the degree of fun or power experienced by individual players. That's kinda why it's important to continually re-evaluate game balance as DM.
Okay, but how do you then deal with the players' perfectly legitimate response of "why did this work before, in essentially identical circumstances, but it doesn't work now? How is that fair?" This is another reason why I have such a poor opinion of any rules system which, in whole or in part, advocates for "viking hat" DM theory. In putting emphasis on just how absolutely powerful and unlimited the DM is, the game discourages seeking understanding and consensus, and instead pushes dominance and autocracy. But because players pretty obviously don't like being pushed around or denied a choice, the rules(/advice/etc.) must then emphasize sleight of hand and pretense, an attitude of "I know better than you what you actually want," further separating DM from player and cementing counter-productive power relationships.
Personally? I try to keep my rulings consistent. If that still results in balance or narrative issues, I look for in-game ways to get around them (e.g. "Can I get around this invisibility abuse by putting in guard dogs?"). If that STILL fails, I talk to my players about how and why the present ruling is no longer working for me. What I don't do is change things around behind the players' backs just because it's convenient. Of course, I'm human. And sometimes I forget things.
Okay. What about all the non-spell ways to pursue that? How do you keep up a constant, sustained time pressure to prevent such things while still making it remotely plausible? Doing so for a handful of sessions, maybe even an entire adventure, that's plausible. Being under such sustained assault that 3-4 hours of regular resting is totally fine, but 8 hours of resting would be completely unacceptable unless it just cannot be avoided....that's a much bigger ask.
I don't recall actually ever having any issues with non-spell or non-item ways of creating 5mwds? I've got a whole bag of tricks developed in response over the years. Examples would include: Reinforcements in an enemy stronghold, assassins/hunting parties that track down invaders, wandering monsters, defenses being organized, and YES plot-based timers. Recently in my games, I've been using/toying with the idea that long rests can ONLY occur in comfortable surroundings, such as inns or established camps in secured locations. (Established camps typically taking like half a day to set up - and still being subject to random encounters or inclement weather). So basically...it's not practical to long rest between travel encounters; and often impossible within hostile complexes/strongholds/dungeons (as if that was desirable before). Exiting often results in reinforcements, undead re-animating, other stuff moving in, etc. So there's an incentive to keep going even without some sort of external timer. Sleeping for the night in a not-so-comfortable location still prevents a character from gaining exhaustion as a result of sleep deprivation and at least still allows a Short Rest.

And of course if the PCs come up with an ingenious method of securing a location for a 5mwd, sometimes it's better to let them have it.
That is something multiple users on this very forum have explicitly (in the case of adding HP) said they like that 5e supports them doing.
I can't speak for other people. But it's not something I personally consider to be fair or fun. On either side of the DM screen.
"Rug pull" is either the part above, where you allow a plan to work on Session 12 but then forbid it on Session 14 for reasons the players either couldn't know in advance, or which they should have known in advance but because you didn't decide on them until Session 14 started, they "knew" something that (in a Doylist sense) "became" untrue. This is something the 5e DMG supports doing.
See above. Although - sometimes intelligent foes learn from their or their minions' failures. And sometimes powerful supernatural entities like gods or spirits with a vested interest in the PCs actions will intervene one way or another. And sometimes I tailor details of upcoming challenges to the players strengths or weaknesses to improve what I perceive to be fun for myself and my players. If I'm going to change things around, however, I'm going to drop clues that circumstances have changed. Which I guess makes it NOT a rug pull.

Returning to previous discussion though: Why isn't this applicable to casters in your estimation?
Illusionism is the DM technique that involves giving the appearance of real choices and consequences for player choices, while actually obviating those choices and giving fixed consequences. The classic example is the "quantum ogre," where the players may choose to go south to the Blue Forest or north to the Black Mountains. They make their choice, and along the way, they are attacked by an ogre. The players will then, quite rationally, think, "Because we went south to the Blue Forest, we encountered an ogre; if we had gone north, we would have avoided it." But this is not true with a DM who practices illusionism, because the DM will put that ogre on whichever path the players choose. This gives the appearance of having choices with consequences, but actually results in a perfectly linear adventure with the only difference being set-dressing. Unlike the previous, where it is more passive support (in the "you literally have to ask your DM if your class features work today, because they might decide they don't" sense), illusionism is much more directly mentioned, e.g. that bit of advice about skipping having a DC entirely and just letting the roll alone determine success (IIRC, it was something like 8 or less fails, 16 or more succeeds, everything in the middle, do whatever you think is best, "your players will never know.")
I do this too sometimes, I admit. It's not entirely practical to have TOO open a sandbox. Even so it's also important to have actual player agency. My typical homebrew adventure design is to brainstorm a set of possible encounters that could potentially occur in a variety of circumstances, tailoring specifics to what the PCs decide to do; and outline a number of different strategy pathways that could progress the plot forward. And, yeah, sometimes you have to scrap it all or ad lib. And sometimes you should have seen this coming.
 
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DND_Reborn

The High Aldwin
The Tempest Cleric was the first PHB class/subclass to fall. I wonder how the Light Cleric would have fared. I suspect it would have fared better since it would not have @DND_Reborn gunning for it on account of how it won on a technicality.
Much better. Fortunately for me, I wasn't the only one "gunning for it" -- I was just lucky enough to get in the final blow. :)

Oh right. I somehow got it my mind that Light was 2nd, but it was 4th. Light -> Grave -> Knowledge -> Tempest.
Yep, but someone would have had to vote IT out before Tempest could have won... In which case Knowledge probably would have won, and that I would have upvoted. ;)

But that's ok, keep "gunning" for the wizard, it will fall and then you can be happy as well. :D
 

EzekielRaiden

Follower of the Way
I do have things I could say in response @Shadowdweller00 but I feel the conversation has gotten sufficiently off-topic that it would not be wise to continue. Again, I want to thank you for your respectful discussion and openness; it's been most refreshing compared to the usual way discussions on this topic plays out.

Back to the survivor thread topic itself:
Barbarian would seem to be the "dark horse" candidate going forward. It's stayed right up there with Rogue, the one everyone initially predicted would be the sneaky "squeak past by being inoffensive" option, pretty much this whole time. The two of them remain tied for first. Usually when options like that pull ahead of others, they pretty quickly attract negative attention, but I think the larger pools of points this time around are encouraging people to focus on pushing out options they don't want to win and defending options they don't want to lose.

Fighter, of course, remains one of the most, if not the most, controversial on the list. I'm pretty sure it's gotten a plurality of total votes (that is, both positive and negative together.) It's certainly gotten more than enough downvotes to have been eliminated by now without the many upvotes it's gotten. There seem to be a lot of strong feelings about it. Meanwhile poor Cleric got nuked from orbit almost certainly just because of the snafu with its voting.

Monk would seem to be the next dogpile target, after Warlock. It was doing quite well for a good while there, but the vocal "Monk should never exist" contingent is likely to turn to it once the other less-traditional classes have been eliminated. But since Wizard is tied with Monk, it's also possible Wizard could be the next casualty, which would be rather surprising. Definitely seems that Abjuration won the battle but lost the war--it was a safe, no-risk choice amongst other Wizard subclasses but appears to have been too safe in the final round.

And, on that front, it would seem almost everyone had really, really off predictions for most of the "what will do well in the finals" stuff. Cleric may be an exception since (as noted) it was doomed from the getgo purely due to procedural errors, but Abjuration has done poorly, Ancients hasn't had the expected stellar showing, Divine Soul got obliterated with extreme prejudice, and Shepherd is doing almost as badly as Abjuration. Lore has also gotten heavily dunked on despite my continual efforts to prop it up, with people explicitly calling it out as being a bad pick and not what best represents the Bard class. Definitely think Eloquence would be doing much better at this point. Which is super ironic, because Lore overwhelmingly won the Bard round--it was at friggin' 33 points when Eloquence, its final rival, was eliminated. How the mighty are fallen.

Edit: I've only surveyed the first 10 pages, and yeah. Already 38 votes of some kind in just that range. Fighter is essentially guaranteed to be the single most selected option from the list unless it dies a sudden and completely unexpected death.
 
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Aldarc

Legend
I do have things I could say in response @Shadowdweller00 but I feel the conversation has gotten sufficiently off-topic that it would not be wise to continue. Again, I want to thank you for your respectful discussion and openness; it's been most refreshing compared to the usual way discussions on this topic plays out.

Back to the survivor thread topic itself:
Barbarian would seem to be the "dark horse" candidate going forward. It's stayed right up there with Rogue, the one everyone initially predicted would be the sneaky "squeak past by being inoffensive" option, pretty much this whole time. The two of them remain tied for first. Usually when options like that pull ahead of others, they pretty quickly attract negative attention, but I think the larger pools of points this time around are encouraging people to focus on pushing out options they don't want to win and defending options they don't want to lose.

Fighter, of course, remains one of the most, if not the most, controversial on the list. I'm pretty sure it's gotten a plurality of total votes (that is, both positive and negative together.) It's certainly gotten more than enough downvotes to have been eliminated by now without the many upvotes it's gotten. There seem to be a lot of strong feelings about it. Meanwhile poor Cleric got nuked from orbit almost certainly just because of the snafu with its voting.

Monk would seem to be the next dogpile target, after Warlock. It was doing quite well for a good while there, but the vocal "Monk should never exist" contingent is likely to turn to it once the other less-traditional classes have been eliminated. But since Wizard is tied with Monk, it's also possible Wizard could be the next casualty, which would be rather surprising. Definitely seems that Abjuration won the battle but lost the war--it was a safe, no-risk choice amongst other Wizard subclasses but appears to have been too safe in the final round.

And, on that front, it would seem almost everyone had really, really off predictions for most of the "what will do well in the finals" stuff. Cleric may be an exception since (as noted) it was doomed from the getgo purely due to procedural errors, but Abjuration has done poorly, Ancients hasn't had the expected stellar showing, Divine Soul got obliterated with extreme prejudice, and Shepherd is doing almost as badly as Abjuration. Lore has also gotten heavily dunked on despite my continual efforts to prop it up, with people explicitly calling it out as being a bad pick and not what best represents the Bard class. Definitely think Eloquence would be doing much better at this point. Which is super ironic, because Lore overwhelmingly won the Bard round--it was at friggin' 33 points when Eloquence, its final rival, was eliminated. How the mighty are fallen.

Edit: I've only surveyed the first 10 pages, and yeah. Already 38 votes of some kind in just that range. Fighter is essentially guaranteed to be the single most selected option from the list unless it dies a sudden and completely unexpected death.
As @TwoSix I believe said, there are a lot of people (myself included) with axes to grind in this final round. Some are up/down-voting with little regard to whether the subclass is good or bad, but just because they like/dislike the class it is attached to. This finale is pretty dirty.
 

Tonguez

A suffusion of yellow
Im loving that the Martial classes are doing so well in this race, Im good with seeing the cleric and abjuror fall - then lets abjure all magic and give victory to the classic Thief!!
 

Mind of tempest

(he/him)advocate for 5e psionics
As @TwoSix I believe said, there are a lot of people (myself included) with axes to grind in this final round. Some are up/down-voting with little regard to whether the subclass is good or bad, but just because they like/dislike the class it is attached to. This finale is pretty dirty.
this does explain my need to kill abjuration as neither necromancer nor transmuter got into the final.
 

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