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General Tabletop Discussion
*Dungeons & Dragons
5th Edition -- Caster Rule, Martials Drool?
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<blockquote data-quote="KarinsDad" data-source="post: 6361980" data-attributes="member: 2011"><p>If one perceives that there is a problem.</p><p></p><p>Pure spellcasters gain about 1 extra spell slot per level.</p><p></p><p>Theoretically, this means that they can cast one major spell per 3 round encounter at level 2 with 3 encounters per day. That's still only a third of all rounds. The rest of the time, they are stuck with simple weapons or cantrips.</p><p></p><p>Also, in practice, that might not occur because the spell caster also uses his spells in the other two pillars.</p><p></p><p>In reality, even at high level, sure, the spell caster can do amazing things in combat nearly every single round if the DM has six 3 rounds encounters. But throw twelve or fifteen 3 round encounters at the party and the spellcasters do not seem quite as capable. They are back to casting cantrips part of the time.</p><p></p><p>This is all adjustable by the DM.</p><p></p><p>As a player or DM, I prefer 10 encounter days. The game is called "Dungeons" and Dragons after all. The spell casters suck at that at low level and still might not be quite overwhelming at high levels.</p><p></p><p></p><p></p><p>Do you penalize the heavy armor PCs in some way for resting/sleeping in armor? Maybe exhaustion?</p><p></p><p></p><p>The point is that the game system has flattened significantly. Many (but not all) spells are quite a bit weaker (although still useable) and there are fewer of them per day. In addition, many classes have the ability to cast spells if the player wants to.</p><p></p><p>I'm going with a more wait and see approach. </p><p></p><p>For example, the earlier Teleport across the continent example. Teleport is back to no longer being safe. So sure, the spellcaster can cast it, but it tends to be more infrequent.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6361980, member: 2011"] If one perceives that there is a problem. Pure spellcasters gain about 1 extra spell slot per level. Theoretically, this means that they can cast one major spell per 3 round encounter at level 2 with 3 encounters per day. That's still only a third of all rounds. The rest of the time, they are stuck with simple weapons or cantrips. Also, in practice, that might not occur because the spell caster also uses his spells in the other two pillars. In reality, even at high level, sure, the spell caster can do amazing things in combat nearly every single round if the DM has six 3 rounds encounters. But throw twelve or fifteen 3 round encounters at the party and the spellcasters do not seem quite as capable. They are back to casting cantrips part of the time. This is all adjustable by the DM. As a player or DM, I prefer 10 encounter days. The game is called "Dungeons" and Dragons after all. The spell casters suck at that at low level and still might not be quite overwhelming at high levels. Do you penalize the heavy armor PCs in some way for resting/sleeping in armor? Maybe exhaustion? The point is that the game system has flattened significantly. Many (but not all) spells are quite a bit weaker (although still useable) and there are fewer of them per day. In addition, many classes have the ability to cast spells if the player wants to. I'm going with a more wait and see approach. For example, the earlier Teleport across the continent example. Teleport is back to no longer being safe. So sure, the spellcaster can cast it, but it tends to be more infrequent. [/QUOTE]
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