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General Tabletop Discussion
*Dungeons & Dragons
5th Edition -- Caster Rule, Martials Drool?
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<blockquote data-quote="I'm A Banana" data-source="post: 6363195" data-attributes="member: 2067"><p>So far as I've seen, most of the claims of casters being too powerful are only theorycraft, without much actual play experience. That makes a certain amount of sense -- probably more people have read the 5e PHB than have played 5e at this point in time. </p><p></p><p>Most of the actual play experience I've seen or heard or read about basically matches [MENTION=63508]Minigiant[/MENTION] 's report above, and seems to be the intent of the design: martial characters are consistent, spellcasters fluctuate between extremes.</p><p></p><p>This is actually just about the power curve that, say, 4e Slayers had in comparison to 4e Weaponmasters. Maybe a tetch up or two on the knob from that, but not much (5e casters still have encounter powers; 5e martial classes do, too). It's an attractive difference in play that is part of the charm of D&D for a lot of folks. </p><p></p><p>The gamebreaking combos don't seem to be a real issue in most play reports I've seen. </p><p></p><p></p><p></p><p>I am going to be more than a little surprised if the DMG (and even the MM) does not contain more out-of-combat options for characters to do their shenanigans, but the reason they aren't in the PHB I'd imagine is pretty much because that's not what fighters and thieves are to a lot of D&D fans. IE, those elements are much more DM-dependant. Not every thief wants to join a guild, not every fighter raises an army. </p><p></p><p>Right now, in Basic, the fighter and the rogue are the Kill Guys person and the Sneak About person, respectively, which is precisely where they should be given D&D history (I'd also note that a rogue is arguably the Talk To Folks person, because EXPERTISE!). Wizards are the Swiss Army Knife class, which is also basically what they have been in D&D history, too (and now in 5e, they can't dominate in any region, though they can contribute to any of the three pillars quite well on a momentary spike basis). Clerics are the Undo button (and not the self-buff rampager that they were in 3e). For a basic "four folks go into a dungeon and kill some stuff" adventure, that's pretty much what the D&D experience probably should be. Every character has their place, no one class dominates all the time, and the contributions aren't so binary as to be insane.</p><p></p><p>I daresay this is basically working as intended from a design goal standpoint...at least so far.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6363195, member: 2067"] So far as I've seen, most of the claims of casters being too powerful are only theorycraft, without much actual play experience. That makes a certain amount of sense -- probably more people have read the 5e PHB than have played 5e at this point in time. Most of the actual play experience I've seen or heard or read about basically matches [MENTION=63508]Minigiant[/MENTION] 's report above, and seems to be the intent of the design: martial characters are consistent, spellcasters fluctuate between extremes. This is actually just about the power curve that, say, 4e Slayers had in comparison to 4e Weaponmasters. Maybe a tetch up or two on the knob from that, but not much (5e casters still have encounter powers; 5e martial classes do, too). It's an attractive difference in play that is part of the charm of D&D for a lot of folks. The gamebreaking combos don't seem to be a real issue in most play reports I've seen. I am going to be more than a little surprised if the DMG (and even the MM) does not contain more out-of-combat options for characters to do their shenanigans, but the reason they aren't in the PHB I'd imagine is pretty much because that's not what fighters and thieves are to a lot of D&D fans. IE, those elements are much more DM-dependant. Not every thief wants to join a guild, not every fighter raises an army. Right now, in Basic, the fighter and the rogue are the Kill Guys person and the Sneak About person, respectively, which is precisely where they should be given D&D history (I'd also note that a rogue is arguably the Talk To Folks person, because EXPERTISE!). Wizards are the Swiss Army Knife class, which is also basically what they have been in D&D history, too (and now in 5e, they can't dominate in any region, though they can contribute to any of the three pillars quite well on a momentary spike basis). Clerics are the Undo button (and not the self-buff rampager that they were in 3e). For a basic "four folks go into a dungeon and kill some stuff" adventure, that's pretty much what the D&D experience probably should be. Every character has their place, no one class dominates all the time, and the contributions aren't so binary as to be insane. I daresay this is basically working as intended from a design goal standpoint...at least so far. [/QUOTE]
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