D&D (2024) Martial/Caster fix.

If the Champion subclass is the baseline paradigm for the Fighter class, then their match would have to be one of the full spellcasters. In both 5e and 5.5e, a fullcaster would be the Bard, the Cleric, the Druid, the Sorcerer, the Warlock and the Wizard. Which one is their match now?
The issue is that the current champion doesn't match any full casters under the paradigm of anything but 6-8 encounters with 30 combat rounds and 2 short rests per long rest.

There was no wiggle room created to offer Martials to have basic, advanced, and conplex options in the baseline.

This is why A5e had to cut major bits out the 5e Fighter to create wiggle room for the A5E Martials.
 

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This is why A5e had to cut major bits out the 5e Fighter to create wiggle room for the A5E Martials.
That's okay, it had plenty to spare.

The 5e Fighter had Fighting Style, Second Wind, Action Surge, Indomitable, and Extra Attack 1,2,3. All combat pillar material.

The A5e Fighter has Fighting Style, Combat Maneuvers, Soldiering Knacks, Steely Mien, Maneuver Specialization, Reserves, Extra Attack 1 and 2, Martial Lore, Indomitable, Reputation, War's Toll, Martial Legacy, and lastly Warmaster. Lots of stuff for the base version of the class. A mix of combat, exploration and social interaction.
 
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But apparently created other problems since it wasn't adopted after 4E?
AEDU itself didn't create any issues. You could easily fit an AEDU class into 5e. The warlock nearly is one. Cantrips / pact magic / Mystic Arcanum / invocations.

The issue was that every class having the exact same AEDU.
Everything ability being in colored boxes instead of more natural text seems to have turned a lot of people off a lot too.
And the massively inflated numbers. +30 to hit (though that seems popular in Pathfinder 2e).


But I wasn't suggesting an AEDU casters. Just scaling some slots instead of compounding them.
 

That's okay, it had plenty to spare.

The 5e Fighter had Fighting Style, Second Wind, Action Surge, Indomitable, and Extra Attack 1,2,3. All combat pillar material.

The A5e Fighter has Fighting Style, Combat Maneuvers, Soldiering Knacks, Steely Mien, Maneuver Specialization, Reserves, Extra Attack 1 and 2, Martial Lore, Indomitable, Reputation, War's Toll, Martial Legacy, and lastly Warmaster. Lots of stuff for the base version of the class. A mix of combat, exploration and social interaction.
The A5E fighter is powerful (especially if you know which maneuvers to take), buuut it hardly compares to the monster that is the Berserker. I don't know who felt the need to take barbarian, A5E-ify it, and then crank the knob waaay past 11.
 

New rules. All spell casters must read their books or zone out (need fancy word for zone out) for 15 * spell level to require slot.
component pouches are 10g you can cast 12 spell slots with them. max carry is 10.
Spell focus are 25 gp and can cast 24 spell slots max carry is 7.
on a 1 on spell attack lose double the amount of spell slots components
on a nat 20 save same thing.
A 5th wizard has 9 spell slots. so his material pouch would be down to 3 slots if he goes through all his slots that day. A four hours of study outside a long rest would be require to recover his slots.
 


Not that it helps in the long run... :confused:

Step 1: You have wish and simulacrum prepared. You cast simulacrum to create Simulacrum-A. Rest to get back your 7th-level slot if you want.
Step 2: The Simulacrum-A casts wish to create a simularcum of you. You now have a second, Simulacrum-B.
Step 3: The Simulacrum-B casts wish to create a simulacrum of you. You now have a third, Simulacrum-C.
And so on.

Note: wish allows you to duplicate any spell of 8th level or lower, without material components. The Simulacrums are not casting simulacrum, they are casting wish. Wish does not allow you to "cast" a spell of 8th level or lower, but duplicates it.

Whenever you decide to stop this process, you'll have as many half-HP duplicates of yourself as you want with all the spell slots except 9th for the wish being cast by each.

A simpler nerf would be, regardless of the stat block or classes, a simulacrum cannot cast spells above 7th level.
Don't forget the simalcrum still has to memorize it's spells. They don't just manifest because you had them. Also at that level playing 5th edition or older; if I were the wizards enemy I'd wait till they were all created then wish or miracle, that all simalcrums created by the mage for eternity would be mortal enemies who would focus only on his or her death. What's good for the goose is good for the gander. Of course now you only get one simalcrum so problem solved.
 


Don't forget the simalcrum still has to memorize it's spells.
No, it doesn't.

It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.

They don't just manifest because you had them.
Actually, they do.

Also at that level playing 5th edition or older; if I were the wizards enemy I'd wait till they were all created then wish or miracle, that all simalcrums created by the mage for eternity would be mortal enemies who would focus only on his or her death.
LOL if you DM would allow that use of wish, knock yourself out.

What's good for the goose is good for the gander
Sure.

Of course now you only get one simalcrum so problem solved.
What makes you say that? The rewrite of the spell in 2024 doesn't help stop this. ;)

Which is a pity. You think they would have learned by now... 🤷‍♂️
 

No, it doesn't.




Actually, they do.


LOL if you DM would allow that use of wish, knock yourself out.


Sure.


What makes you say that? The rewrite of the spell in 2024 doesn't help stop this. ;)

Which is a pity. You think they would have learned by now... 🤷‍♂️
Yes it does. Statistics are not spells. Same hit points same level, same height, same weight etc. spells memorized are not statistics. this is obviously open to interpretation but It's the way I'd run it. Also it can't gain levels, it cant take short or long rests so no more memorization of spells. What it does have it has once...............So best case you get a half hitpoint mage that has whatever spells the mage has memorized. nothing that is really scary at level 20 for a well equipped party. Also as you cast your wish to create the simalcrum you have used your wish so unless we are talking a mage over 20th level it's not even an issue because as the simalcrum is created you don't have wish memorized any more. Never mind the goddess of creation or magic or head of the pantheon, looking over your shoulder as you try to abuse magic that way will end the mage far quicker than anything his enemies will do.


Nothing DM can do to stop the use of that spell. Though in retrospect I wish the mage cause a simple bless spell to go off in a random pit Fiends colon everytime he wishes anything and that the pit fiend hears his true name every time it happens would work jsut as well. Though if I were a player I'd take the risk and wish that the mage's skills and magical ability be completely replaced with and equivilent level of skill in sculpting. The real point is if he can wish other creatures and mages can wish and wishing is like nuclear war. Mage won't live long if the DM is doing his or her job correctly.

Send in three pit fiends who share wishes to end the mage. Done........

Quoted. 2024 version.

"You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can’t cast this spell.

The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can’t gain levels, and it can’t take Short or Long Rests.

If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.

The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
 

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