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General Tabletop Discussion
*Dungeons & Dragons
3/4 Caster: Its Absence and Design Space in 5E
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<blockquote data-quote="EzekielRaiden" data-source="post: 8392781" data-attributes="member: 6790260"><p>Unless I'm mistaken, a 3/4 caster would go up to 7th level spells, so they'd miss out on 8ths and 9ths. While I generally agree that that's not <em>too</em> much of a reduction in power, it could still be made to work. You'd start off with 1st level spells, and gain a higher spell level at levels 4, 6, 9, 12, 14, 17. This means you'd pull consistently ahead of the  half-caster at level 6, and fall consistently behind the full-caster at level 7, which seems like a pretty good place for the three types to diverge.</p><p></p><p>I don't, personally, see all that much utility from adding any of these things. But it seems to me that, if you really "had" to add something, a 3/4-caster would arguably be more distinctly different from the half-casters than a 2/3-caster would be, while remaining distinctly different from a full-caster. It also better splits the difference between half- and full-casters, capping out at 7th level spells (where half-casters cap out at 5 and full-casters cap out at 9). The only real benefit I can see to a 2/3 caster is that the progression table is smoother: at one more than every multiple of 3, you gain a higher spell level, until you cap out at 6.</p><p></p><p>If half-casters didn't exist, so the only models we had were full-casters and 1/3-casters like EK and AT, then I could see 2/3-casters as fitting into a nice niche. But with both 1/3- and half-casters present, 2/3 just seems to compress too much into too tight a space: people cap out at 4th level spells, 5th level spells, and 6th level spells...or go all the way to 9ths.</p><p></p><p>Edit: It's worth noting, I was presuming that there would be an artificial cap on progression the way that full-casters are artifically capped off from getting 10th level spells like they're supposed to mathematically. (That is, full-casters gain a new spell level at every odd character level...except 19th, where they get nothing. I was assuming similar limits for both 2/3 and 3/4 casters, blocking them from getting what <em>should</em> be their highest theoretical spell level.) If that cap isn't considered, then yes, 2/3 casters and 3/4 casters would go one spell level higher at extremely high levels. I personally find that sort of thing weird, and thus wouldn't design something that way--why have features that are only reached if you literally get to the highest or second-highest level possible in the game?</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8392781, member: 6790260"] Unless I'm mistaken, a 3/4 caster would go up to 7th level spells, so they'd miss out on 8ths and 9ths. While I generally agree that that's not [I]too[/I] much of a reduction in power, it could still be made to work. You'd start off with 1st level spells, and gain a higher spell level at levels 4, 6, 9, 12, 14, 17. This means you'd pull consistently ahead of the half-caster at level 6, and fall consistently behind the full-caster at level 7, which seems like a pretty good place for the three types to diverge. I don't, personally, see all that much utility from adding any of these things. But it seems to me that, if you really "had" to add something, a 3/4-caster would arguably be more distinctly different from the half-casters than a 2/3-caster would be, while remaining distinctly different from a full-caster. It also better splits the difference between half- and full-casters, capping out at 7th level spells (where half-casters cap out at 5 and full-casters cap out at 9). The only real benefit I can see to a 2/3 caster is that the progression table is smoother: at one more than every multiple of 3, you gain a higher spell level, until you cap out at 6. If half-casters didn't exist, so the only models we had were full-casters and 1/3-casters like EK and AT, then I could see 2/3-casters as fitting into a nice niche. But with both 1/3- and half-casters present, 2/3 just seems to compress too much into too tight a space: people cap out at 4th level spells, 5th level spells, and 6th level spells...or go all the way to 9ths. Edit: It's worth noting, I was presuming that there would be an artificial cap on progression the way that full-casters are artifically capped off from getting 10th level spells like they're supposed to mathematically. (That is, full-casters gain a new spell level at every odd character level...except 19th, where they get nothing. I was assuming similar limits for both 2/3 and 3/4 casters, blocking them from getting what [I]should[/I] be their highest theoretical spell level.) If that cap isn't considered, then yes, 2/3 casters and 3/4 casters would go one spell level higher at extremely high levels. I personally find that sort of thing weird, and thus wouldn't design something that way--why have features that are only reached if you literally get to the highest or second-highest level possible in the game? [/QUOTE]
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