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A simple houserule for martial/caster balance.
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<blockquote data-quote="James Gasik" data-source="post: 8598528" data-attributes="member: 6877472"><p>It just comes down to balance issues, like this very thread. People see the disparity between martials and casters, because they aren't blind. There are two solutions. Try to nerf casters, which the system really isn't mean to do (there are issues inherent to the system that casters are apparently designed to solve- there's a sidebar in Xanathar's that discusses this point when it comes to resistance to non-magical b/p/s damage), or to do work on the back end to make sure your caster light/no caster party doesn't encounter these, or have other ways to deal with them.</p><p></p><p>Or to take the limiters off the martials and allow them to have "supernatural" abilities of their own. There is a bias on the part of the game designers- they look at a subclass and say "ok well, they are magic, so they can have any kind of cool ability", then look at another and say "oh this guy can't have magic. better give him...uh, I don't know, advantage on an ability check or something".</p><p></p><p>I understand the desire to have a narrative of the "ordinary man in an extraordinary situation" but even 4e ran into problems here. <strong>Any power source other than Martial</strong> could, for example, get a power to teleport. And the Ranger actually got such a power because they had a slice of the Primal power source.</p><p></p><p>So there was this entire design space that the majority of the other classes could have, that was locked off from the Martial classes because "that's too magical". By contrast, there was <strong>nothing</strong> unique to Martials that other power sources couldn't have.</p><p></p><p>You see this continue in 5e- Bards and even fugging <strong><em>WIZARDS</em></strong> can get extra attack! </p><p></p><p>So for the health of the game, the narrative should change, because otherwise, in order to have the desired narrative, you have to spend a lot of time and energy undoing what the developers have done to the game.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8598528, member: 6877472"] It just comes down to balance issues, like this very thread. People see the disparity between martials and casters, because they aren't blind. There are two solutions. Try to nerf casters, which the system really isn't mean to do (there are issues inherent to the system that casters are apparently designed to solve- there's a sidebar in Xanathar's that discusses this point when it comes to resistance to non-magical b/p/s damage), or to do work on the back end to make sure your caster light/no caster party doesn't encounter these, or have other ways to deal with them. Or to take the limiters off the martials and allow them to have "supernatural" abilities of their own. There is a bias on the part of the game designers- they look at a subclass and say "ok well, they are magic, so they can have any kind of cool ability", then look at another and say "oh this guy can't have magic. better give him...uh, I don't know, advantage on an ability check or something". I understand the desire to have a narrative of the "ordinary man in an extraordinary situation" but even 4e ran into problems here. [B]Any power source other than Martial[/B] could, for example, get a power to teleport. And the Ranger actually got such a power because they had a slice of the Primal power source. So there was this entire design space that the majority of the other classes could have, that was locked off from the Martial classes because "that's too magical". By contrast, there was [B]nothing[/B] unique to Martials that other power sources couldn't have. You see this continue in 5e- Bards and even fugging [B][I]WIZARDS[/I][/B] can get extra attack! So for the health of the game, the narrative should change, because otherwise, in order to have the desired narrative, you have to spend a lot of time and energy undoing what the developers have done to the game. [/QUOTE]
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