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*Dungeons & Dragons
A simple houserule for martial/caster balance.
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<blockquote data-quote="Jer" data-source="post: 8592489" data-attributes="member: 19857"><p>Looking at what would be lost here: Capping spells known to 5th level would be ending new spell levels at level 10. After that you have full casters getting a single 6th, 7th, 8th, and 9th level spell slot until level 18 and then another 6th at 19 and another 7th at 20. That's basically the maximum spells of those levels that a caster could cast in a single day. That's basically a new high level effect per day every 2 levels, so +1 at 11th level, +2 at 13th, +3 at 15th, +4 at 17th, +5 at 19th and then one extra spell slot at 20th for a total of +6 at the end of epic tier.</p><p></p><p>Taking those away and requiring that the wizard attune a magical item for each spell level they want to cast beyond 5th would be one way to approach it. Each spell being roughly like a 1/day magic item. The problem is the 3 magic item limit on attunement - you'd max out at 3 extra daily effects (and even then that's if you give up all of your slots to gain new spell slots).</p><p></p><p>Another way to approach it is to use this as a marker for where martial characters could be getting cool powers. 10th level is where the game really shifts from heroes to superheroes for the casters, so this is a prime point to allow martial characters to start doing off the wall stuff. Introducing the ability for martial characters to use really dramatic maneuvers X/day starting at 11th level that were equivalent to a high level caster's 6th-9th spells would be a way to bring at least the "coolness factor" into balance between the two classes.</p><p></p><p>We could look back to the old days - in the old days this is where the high level martial characters would be decked out in magic items that let them do amazing things, but that 3 item limit rears its head here too. So you could give martial characters more magic item attunement slots once they hit 10th level, allowing them to make up in gear what they can't in character abilities. Maybe a new slot at 11th and then another one every 2 levels. The problem with that solution is that magic item distribution in this edition is entirely DM dependent and so that takes it out of the players hands and puts pressure onto the DM to give the player cool stuff to have fun with.</p><p></p><p>(To dive deeper into this a bit - I also think that there are different conversations about the "balance" between martials and casters going on around 5e. Some of the conversations are about the wizard doing the fighter's job better than the fighter. But many others are more along the lines of "the wizard gets new cool stuff every few levels at high level - why can't the fighter get some cool stuff at high level too?" And while I think the former remains a problem in 5e, the latter is perhaps the more important "balance" problem in 5e as a game.)</p></blockquote><p></p>
[QUOTE="Jer, post: 8592489, member: 19857"] Looking at what would be lost here: Capping spells known to 5th level would be ending new spell levels at level 10. After that you have full casters getting a single 6th, 7th, 8th, and 9th level spell slot until level 18 and then another 6th at 19 and another 7th at 20. That's basically the maximum spells of those levels that a caster could cast in a single day. That's basically a new high level effect per day every 2 levels, so +1 at 11th level, +2 at 13th, +3 at 15th, +4 at 17th, +5 at 19th and then one extra spell slot at 20th for a total of +6 at the end of epic tier. Taking those away and requiring that the wizard attune a magical item for each spell level they want to cast beyond 5th would be one way to approach it. Each spell being roughly like a 1/day magic item. The problem is the 3 magic item limit on attunement - you'd max out at 3 extra daily effects (and even then that's if you give up all of your slots to gain new spell slots). Another way to approach it is to use this as a marker for where martial characters could be getting cool powers. 10th level is where the game really shifts from heroes to superheroes for the casters, so this is a prime point to allow martial characters to start doing off the wall stuff. Introducing the ability for martial characters to use really dramatic maneuvers X/day starting at 11th level that were equivalent to a high level caster's 6th-9th spells would be a way to bring at least the "coolness factor" into balance between the two classes. We could look back to the old days - in the old days this is where the high level martial characters would be decked out in magic items that let them do amazing things, but that 3 item limit rears its head here too. So you could give martial characters more magic item attunement slots once they hit 10th level, allowing them to make up in gear what they can't in character abilities. Maybe a new slot at 11th and then another one every 2 levels. The problem with that solution is that magic item distribution in this edition is entirely DM dependent and so that takes it out of the players hands and puts pressure onto the DM to give the player cool stuff to have fun with. (To dive deeper into this a bit - I also think that there are different conversations about the "balance" between martials and casters going on around 5e. Some of the conversations are about the wizard doing the fighter's job better than the fighter. But many others are more along the lines of "the wizard gets new cool stuff every few levels at high level - why can't the fighter get some cool stuff at high level too?" And while I think the former remains a problem in 5e, the latter is perhaps the more important "balance" problem in 5e as a game.) [/QUOTE]
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