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A simple houserule for martial/caster balance.
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<blockquote data-quote="dave2008" data-source="post: 8598022" data-attributes="member: 83242"><p>That is one way to play the game, but not the only way. People have different tastes and I like to accommodate them. Some people like a more GoT style. That is OK, great even. Fortunately, my suggestion supports both tastes, while yours does not.</p><p></p><p>I also disagree that if fighters can only do mundane things then everyone must be doing mundane things. To me, part of the thrill is that a highly trained mundane fighter can in fact do things that compete with magic. </p><p></p><p>Finally, I, and many others, don't want my character to start out as a superhero. I like to grow into that. That is what adventuring is for in the games we like to play. 5e supports this (though we start off at level 0, not level 1) and my theoretical game would too.</p><p></p><p>Two points here:</p><ol> <li data-xf-list-type="ol">That is not necessarily true. We play in a low magic setting and allow PCs to be standard casters (we have a wizard in our group) and it works just fine, great really. The trick is that he is nearly unique in the world (in fact at 15th lvl he is the most powerful wizard in the world)</li> <li data-xf-list-type="ol">I have been talking about a theoretical game. In this game I would probably nerf the casters a bit. Off the top of me head the solution would be casting time. Until about 10th lvl or so, casters would need more than a turn to cast most spells. </li> </ol><p></p><p>As I mentioned, it works great for us. We have been playing in a game with very low magic and one PC wizard (the rest are martial fighters or rogues) since the start of 5e and we have had some of our best times playing D&D since we started in the 80s. Perhaps you have never played in such a game to see that it works. Or perhaps you have other issues with your games, but your fears / concerns are not universally applicable. Try it, you might like it <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="dave2008, post: 8598022, member: 83242"] That is one way to play the game, but not the only way. People have different tastes and I like to accommodate them. Some people like a more GoT style. That is OK, great even. Fortunately, my suggestion supports both tastes, while yours does not. I also disagree that if fighters can only do mundane things then everyone must be doing mundane things. To me, part of the thrill is that a highly trained mundane fighter can in fact do things that compete with magic. Finally, I, and many others, don't want my character to start out as a superhero. I like to grow into that. That is what adventuring is for in the games we like to play. 5e supports this (though we start off at level 0, not level 1) and my theoretical game would too. Two points here: [LIST=1] [*]That is not necessarily true. We play in a low magic setting and allow PCs to be standard casters (we have a wizard in our group) and it works just fine, great really. The trick is that he is nearly unique in the world (in fact at 15th lvl he is the most powerful wizard in the world) [*]I have been talking about a theoretical game. In this game I would probably nerf the casters a bit. Off the top of me head the solution would be casting time. Until about 10th lvl or so, casters would need more than a turn to cast most spells. [/LIST] As I mentioned, it works great for us. We have been playing in a game with very low magic and one PC wizard (the rest are martial fighters or rogues) since the start of 5e and we have had some of our best times playing D&D since we started in the 80s. Perhaps you have never played in such a game to see that it works. Or perhaps you have other issues with your games, but your fears / concerns are not universally applicable. Try it, you might like it ;) [/QUOTE]
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