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General Tabletop Discussion
*Dungeons & Dragons
5th Edition -- Caster Rule, Martials Drool?
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<blockquote data-quote="pemerton" data-source="post: 6362589" data-attributes="member: 42582"><p>Shove affects a single target, deals no damage and is size-limited. Thunderwave is not size-limited, affects multiple targets and deals damage even on a successful save. In other words, one Thunderwave is as effective as two or three rounds of shoving.</p><p></p><p> [MENTION=6777377]Jack the Lad[/MENTION] seems to have a wide range of play experience at a wide range of levels.</p><p></p><p>In my experience (not with 5e, but with other FRPGs designed along similar lines), the issues open up around 5th to 7th level, when casters start to get a good range of spells with a wide variety of effects (incuding teleport, shapechanging etc) and become more severe at levels around 13+.</p><p></p><p>The ability of casters to regulate their own rate of recovery (via teleport, Tiny Hut etc) is a part of what causes the problems, because it makes the notional rationing of their abilities per day purely notional.</p><p></p><p>My experience is that, if you want to balance versatile, daily-based casters with non-versatile, skill-check based martial PCs, you need to design such that the only way a caster can match a martial in combat is by nova-ing all his/her spells. Then the caster has a genuine trade-off to make between combat and utility, and the martial PCs are more likely to dominate combat encounters.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6362589, member: 42582"] Shove affects a single target, deals no damage and is size-limited. Thunderwave is not size-limited, affects multiple targets and deals damage even on a successful save. In other words, one Thunderwave is as effective as two or three rounds of shoving. [MENTION=6777377]Jack the Lad[/MENTION] seems to have a wide range of play experience at a wide range of levels. In my experience (not with 5e, but with other FRPGs designed along similar lines), the issues open up around 5th to 7th level, when casters start to get a good range of spells with a wide variety of effects (incuding teleport, shapechanging etc) and become more severe at levels around 13+. The ability of casters to regulate their own rate of recovery (via teleport, Tiny Hut etc) is a part of what causes the problems, because it makes the notional rationing of their abilities per day purely notional. My experience is that, if you want to balance versatile, daily-based casters with non-versatile, skill-check based martial PCs, you need to design such that the only way a caster can match a martial in combat is by nova-ing all his/her spells. Then the caster has a genuine trade-off to make between combat and utility, and the martial PCs are more likely to dominate combat encounters. [/QUOTE]
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5th Edition -- Caster Rule, Martials Drool?
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