D&D (2024) Youre All Wrong. Its Not A Martial vs Caster Situation

It probably didn't happen to a lot of groups. But those occurrences don't have to be in the majority, or even particularly common, to still be a "feature" of the system.

The fact that most people didn't play till high levels doesn't change that caster nova battles featuring extensive amounts of buffing and debuffing were something that occurred at high levels precisely because of the design conceits of the 3e engine.

Definitely coukd happen. The simple builds were probably a bigger deal at most tables vs a persistent spell cleric.

People did ask why 3E lasted 14+ years. I think that's why the casual dont play the way we assumed. I played Pathfinder as late as 2014 and that group wasn't using wand of clw for example. They weren't plugged into the online meta.

Mearls also said something like the designed 4E for wrong demographic. Wasn't until post 5E release they discovered most games were level 1-7 and 6 month campaigns.

Older D&D doesn't have figures available but the big selling adventures were lower level ones. And power level was lower in the ECMI part as well.

So I don't think power levels are why people don't play higher level. I suspect it's because most players are casuals and real life time restraints.

I've had my suspicions about casuals since 2002 when I noticed most groups weren't playing like forums were suggesting.

1-20 wasn't a thing until 2E either.
 

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Well, imho, most groups that i know, very rarely play 1-20 and don't really use published adventures. In 3.x usually it was start at 4th and play to 8-10th (the goldilock zone of 3.x). For higher levels, start at level 8-10 and go from there.

How casuals play depends on playstyle of people that introduce them to the hobby. I played last year few sessions with group of 3 newbs, experienced dm and very experienced char oper (guy knows pfsrd and portals of nethys by heart probably). They had pretty advanced and very optimized characters. 3 newbies came up with concepts that were fun to them and experienced guy just mechanically tuned those concepts for them. None of them are on the portals or browsing online meta.

What would casual players even be? People that occasionally play the game? Or people that have very casual play style?
 

Well, imho, most groups that i know, very rarely play 1-20 and don't really use published adventures. In 3.x usually it was start at 4th and play to 8-10th (the goldilock zone of 3.x). For higher levels, start at level 8-10 and go from there.

How casuals play depends on playstyle of people that introduce them to the hobby. I played last year few sessions with group of 3 newbs, experienced dm and very experienced char oper (guy knows pfsrd and portals of nethys by heart probably). They had pretty advanced and very optimized characters. 3 newbies came up with concepts that were fun to them and experienced guy just mechanically tuned those concepts for them. None of them are on the portals or browsing online meta.

What would casual players even be? People that occasionally play the game? Or people that have very casual play style?

Casual. Combination of newer players. Not heavily invested maybe own a phb or 1 more if that. Don't post on forums, reddit or interact much with online hive or watch YouTube videos.

Probably.
 

You just described my core group. Except that most of them play for 20-25 years. But beside me writing here, none of us use reddit, watch dnd yt content or anything social media related to ttrpgs and dnd in general. One friend has all non adventure 5e books, sitting on shelf, never once opened. We do have one copy of 2024 version of core books among 5 of us.
 

Very dismissive.

This isn't evidence to support your claims. It looks like a form of ad hom directed at other posters. I'm pointing it out because I think the conversation goes better if we avoid that type of discussion, or at least demonstrate how you think it's dismissive so some constructive criticism could help others with their arguments too.

Casters are not limited to spells. Spells are not a limitation, and they can always use skills too anyway.

Spells aren't the limitation. Spell slots are the limitation on spells.

And martial classes are typically better at skills than casters unless we start comparing the best skilled casters to the worst skilled martials. This discussion point gets back to my favorite thing about rogues who are clearly better skilled than any other class in 5.x rules.

I can go more in to depth on martial skills benefits versus caster skills benefits if you want, but I think that's a topic that could have it's own thread if you want to argue the point.

If we look at using simulacrum to bypass the the negative effects of wish then yes that is OP. It's easy to accomplish with wizards and bards. But is it's also not most of the campaign and I'm not convinced it's really more OP than the champion's 18th level survivor ability. Not dying is a pretty solid ability.

Casters have more things they can do than non-casters because casters have spells and non-casters don't. Therefore they by definition can do more.

That's because it's a class based system where different classes have different abilities. Wizards don't have evasion because martial classes also have abilities caster classes do not.

I can build a monk who can teleport around the battle field on every attack or magic action at very high levels and also raise the dead too.

Martials don't need to everything casters do because that goes in a direction where martials have all the benefits of casters and none of the drawbacks.

If the GM rewards creativity in general, without bias, then of course spells are the ultimate tool.

I'm going to ask you to prove this with evidence instead of repeating yourself. It looks to me more like the bias is required to favor spell casters with things like easy access to long rests or low numbers of encouters.

As someone who ran and played in multiple 3.5 games that went into the teen levels, it absolutely happened quite a bit.

I think 3.5 games very much favored spell casters. More than any other edition. My opinion is that they're dialed back enough now for the first half of the levels that the high levels are just a reversal of who's really shining.

A poll of "what percentage of your D&D time is focused on dungeon crawls" (defining a dungeon crawl as exploring a specific site with 5+ rooms) would probably reveal some interesting results. My group's overall percentage is probably a little less than 20%.

That falls into "what is a dungeon?" category. It doesn't really matter if the combats are set in tunnels under a castle or the tree branches of a giant forest or starts in the ballroom of a keep progressing through the rest of the keep. IME they all play out the same so most of the adventures in which I've played for a very long time have a lot of "dungeon crawls".

What makes fireball a strong spell is that it’s non-concentration. So after you use whatever stronger concentration spell you decide, you can still fireball round after round.

Who can fireball round after round? That's part of the problem. Firing fireballs for 3 rounds in 6 combats requires 18 spells slots. This is in addition to the armor spell, shield spells, knock spells, fly spells, invisibility spells, charm spells, suggestion spells, etc that are also constantly claimed by people. There aren't enough spell slots to sustain the style of play people claim. It's Shrodinger's Wizard.

Fireball does have it's uses, but it's not OP. I would take the concentration spells instead and get more mileage out of that spell slot.

Save or suck spells have the awful possibility that they do absolutely nothing.

Which is the other drawback that people seem to ignore these discussions. If we use a save or suck spell 3 times and it works twice and does nothing once that's a lost slot and a lost action. It's one of the reasons low level casters kinda suck.

I believe the best spells avoid either the low damage or the lost actions / slots.

To add, in this 10 years of playing and running 5e, we never had more than 3-4 encounters per session. 4 encounters would be combat heavy session in my group. Dungeon crawls are also almost non existent, unless it's specific one shot h&s beer and pretzel dungeon crawl session. We regularly have 1-2 sessions back to back with no combat encounters at all in our main campaign.

I just wanted to point out that game sessions IRL don't equal a day in gameplay. What you're giving isn't indicative of how often the party should be able to benefit from a long rest unless the DM is catering to the sessions that way.
 

That falls into "what is a dungeon?" category. It doesn't really matter if the combats are set in tunnels under a castle or the tree branches of a giant forest or starts in the ballroom of a keep progressing through the rest of the keep. IME they all play out the same so most of the adventures in which I've played for a very long time have a lot of "dungeon crawls".
Well, I did define it in the post you quoted as "a specific site of 5+ rooms". Tunnels under a castle, or exploring a keep, would almost certainly classify as a dungeon under that definition.

And those are the type of scenarios I don't see very often in play. We just don't have a ton of scenarios that are more than 1-3 encounters long.
 

This isn't evidence to support your claims. It looks like a form of ad hom directed at other posters. I'm pointing it out because I think the conversation goes better if we avoid that type of discussion, or at least demonstrate how you think it's dismissive so some constructive criticism could help others with their arguments too.
The reason why these discussions become so incredibly frustrating is because some people see a problem that other people argue don't exist, and heck we've seen the exact same thing play out even back in 3.0 and 3.5 with the same kind of arguments by, quite possibly, the same people debating whether or not the system is balanced, and this was back in the days when a druid's pet was stronger than the fighter and monk was a tier 5 class.

Spells aren't the limitation. Spell slots are the limitation on spells.

And martial classes are typically better at skills than casters unless we start comparing the best skilled casters to the worst skilled martials. This discussion point gets back to my favorite thing about rogues who are clearly better skilled than any other class in 5.x rules.
So I'm starting to see the problem. You see skills as useful. I don't. Skills, in D&D, are basically trash, because the system doesn't establish a baseline for what you can do with them. This is why it is almost always better to have a spell that definitely can solve some particular categories of problems, vs having a skill that might quite possibly work in the right kind of weather and with an agreeable GM.

I have shown already, though possibly not in this thread, not sure, that D&D isn't a marathon. It's a drag race. Therefore spell slot limitations become less and less of a problem.

At low levels? Sure, I agree that casters are absolutely not out of hand at that point, but as their number of slots increase the system becomes more and more tilted in their favour.

I can go more in to depth on martial skills benefits versus caster skills benefits if you want, but I think that's a topic that could have it's own thread if you want to argue the point.

If we look at using simulacrum to bypass the the negative effects of wish then yes that is OP. It's easy to accomplish with wizards and bards. But is it's also not most of the campaign and I'm not convinced it's really more OP than the champion's 18th level survivor ability. Not dying is a pretty solid ability.
Wish and Simulacrum are spells I pretty much ignore because they are outliers and they only become available at the levels where martials are so outclassed that any potential difference they create is basically irrelevant.

Survivor is cool, but it has the same problem a lot of martial abilities have, it isn't an "actionable" ability. Something that you can go and actively use.

That's because it's a class based system where different classes have different abilities. Wizards don't have evasion because martial classes also have abilities caster classes do not.
I'm perfectly fine with different classes having different abilities. My problem is simply that martials have fewer abilities.

I can build a monk who can teleport around the battle field on every attack or magic action at very high levels and also raise the dead too.
No comment on the monk issue. They do have some cool stuff.

I think it shows one of the issues though in how martial abilities are so very spread out among classes and subclasses. Whenever a spell is introduced it's added to a pool that becomes available to some spellcasting class at some point. By contrast whenever a martial ability is introduced it either needs to be attached to a very specific subclass, or they need to create a specific subclass to support it.

Martials don't need to everything casters do because that goes in a direction where martials have all the benefits of casters and none of the drawbacks.
That's not what I want. I want martials to be competent at high levels. They don't need to be able to do the exact same things that casters do. I want them to have their own unique martial flavour. They obviously need weaknesses.

I'm going to ask you to prove this with evidence instead of repeating yourself. It looks to me more like the bias is required to favor spell casters with things like easy access to long rests or low numbers of encouters.

Right, sorry, the post you're replying too wasn't finished. I started writing that bit while being distracted and posted without finishing it.

So my example was going to be this. It's for sure possible to be creative in the system as it is, anyone who says you cannot is obviously wrong (unless you have a weird kind of "no fun allowed" game master), but one problem that appears is that in order to be creative you need something to act upon.

So if you have, say, a fighter, all that they can act upon as an outlet for creativity is themselves, but if you have a wizard, they can also use their spells.

So a few examples of what I mean regarding creative uses of things.
  • Can a spell that does fire damage be used to set fire to things?
  • Can a spell that does cold damage be used to freeze water?
  • Can a spell that does lightning damage do electric damage to multiple creatures in water as an AoE?
  • Can you use a dimension door to teleport someone else?
These are just creative applications of spells. Some of them or all of them might be shut down by a GM, but they may also be perfectly fine with them... What I'm saying here is that spells also open up creative play and they do so by being tools that can do things no other tools can do. There's no way for a martial to instantly create fire, for example.

Note that my main objection with the design of D&D is not, in fact, that what I just mentioned above is possible. The above just illustrates how, if you have a GM that is unbiased not in favour of either class, and they enable creativity, then that will benefit casters more than it will benefit martials because casters have tools that very open to creative uses.
 

Who can fireball round after round? That's part of the problem. Firing fireballs for 3 rounds in 6 combats requires 18 spells slots. This is in addition to the armor spell, shield spells, knock spells, fly spells, invisibility spells, charm spells, suggestion spells, etc that are also constantly claimed by people. There aren't enough spell slots to sustain the style of play people claim. It's Shrodinger's Wizard.
But that's the thing... They don't have to use all things at all times. They have a toolbox. They pick an appropriate tool for the job (doesn't even have to be the best). And it's not like fireball competes with shield spells.

If it's a really hard encounter then being able to concentrate on a spell and throw out fireballs is a big thing. Not every encounter is going to be really hard, etc. Like 1 medium encounter followed by 1 very hard encounter. The caster probably doesn't need to use many resources in the medium encounter. Cantrips and a low level spell are probably sufficient. Which means they get to bring their power to bear where it really matters by using multiple slots in the harder encounter.

Fireball does have it's uses, but it's not OP. I would take the concentration spells instead and get more mileage out of that spell slot.
I never said Fireball was OP, just that it's one of the best offensive non-concentration spells in existence. A class of spell that compliments rather than competes with your concentration spells.

Which is the other drawback that people seem to ignore these discussions. If we use a save or suck spell 3 times and it works twice and does nothing once that's a lost slot and a lost action. It's one of the reasons low level casters kinda suck.
That's actually another point in fireballs favor. While it's not OP, people are downplaying it's strength far too much.

I believe the best spells avoid either the low damage or the lost actions / slots.
Same. It's funny though. Consider something like Bless. It has a fairly high chance of doing nothing before the fight is over, because the +d4's might never matter. Same with Haste, the extra attack may never hit, etc. Too many times we assume because the buff was successfully cast that it actually did something, that's not really the case though.

Though, about the only spells that always do something are save for half damage spells, healing/temp hp granting spells and difficult terrain creating spells vs melee enemies. Most everything else requires a save.
 

But that's the thing... They don't have to use all things at all times. They have a toolbox. They pick an appropriate tool for the job (doesn't even have to be the best). And it's not like fireball competes with shield spells.

If it's a really hard encounter then being able to concentrate on a spell and throw out fireballs is a big thing. Not every encounter is going to be really hard, etc. Like 1 medium encounter followed by 1 very hard encounter. The caster probably doesn't need to use many resources in the medium encounter. Cantrips and a low level spell are probably sufficient. Which means they get to bring their power to bear where it really matters by using multiple slots in the harder encounter.


I never said Fireball was OP, just that it's one of the best offensive non-concentration spells in existence. A class of spell that compliments rather than competes with your concentration spells.


That's actually another point in fireballs favor. While it's not OP, people are downplaying it's strength far too much.


Same. It's funny though. Consider something like Bless. It has a fairly high chance of doing nothing before the fight is over, because the +d4's might never matter. Same with Haste, the extra attack may never hit, etc. Too many times we assume because the buff was successfully cast that it actually did something, that's not really the case though.

Though, about the only spells that always do something are save for half damage spells, healing/temp hp granting spells and difficult terrain creating spells vs melee enemies. Most everything else requires a save.

Damage is so low on a save it matters even less.

Last 3 levrls I've seen 1 great fireball, some OK ones. Radiance of the dawn has been out performing it.

This week's session they've bypassed the annoying stuff like willow of the wisp so it shoukd be mire viable.
 

If the GM rewards creativity in general, without bias, then of course spells are the ultimate tool.
By that logic, creativity is the ultimate tool.

Which circles back to which class you play is up to you, it’s not WrongBadFun for someone else to play a different class, different edition, or different way.
 
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