It's not wuxia because by definition wuxia is chinese-themed. It's possible to play a high-power, high-level martial adventurer and still not base your character on anything Asian.
Fine call it superheroism or herculean whatever - don't get caught up on the word here. You know exactly what I mean. The wizards on the other hand are mere mortals, same mortal (human) limitations, that have uncovered the intricacies of magic. If you have jumping Hulk as a fighter you have broken that "realism" what you have now is a person of superhuman strength and ablities - which begs the question are you playing Marvel Superheroes or medieval fantasy?
I like bounded accuracy a lot. It's one of the better parts of the game. But it's an absolute failure when you combine it with the fact that after level nine, the ONLY thing a fighter gets are bigger numbers.
In Basic, if your DM allows, one may swap an increase in attribute points for feats. What if in the DMG there is a module which allows one to swap additional attacks or class features for Herculean Feats?
This is false. At-will abilities can still be extremely limited. Say you have a rogue that is able to cast Knock at-will. Then you go through a half dozen forest adventures where that ability comes up zero times.
Really? The above ridiculous example is matched by my own. What if you are in a mega-dungeon where the height of the walls are only 20 feet, and you're unable to use your maximum Hulk capabilities to jump really far without going through the level above you or how about you're playing an urban campaign and you there is a law forbidding 20th level Hulks from drinking Gummyberry juice and leaping all over the place causing damage to the sewerage system below? ...
And if you do not play with Concentration, Spell Interruption, Material Components... why are you complaining?
You might as well remove Arcane Recovery and we will call it even.
And so far, the only magic items we have are from the starter set. And the only ones that limit who can use them to their full potential...are the wizard staffs.
The wizard who swings a sword he is not proficient in is using the weapon to its full potential?
Making it a part of magic items mean that it's not a part of the fighter. It means that the fighter is weak, BUT a gm can shore up those weaknesses by going out of his way to dump magic items on him. That's not good design.
I never mentioned anything about dumping magical items on fighters. I also not a fan of magical weapons flying out of lakes and enemies hilts to land up in Herculean PC class just because of his level. I'd rather have legacy weapons becoming attuned to a fighter's grasp instantly or calling out telepathically to fighters of the same "alignment" when they are within a certain range.
Here's the thing about that. It depends on dm fiat. When you relegate those things to the GM's domain, that means that it's not the default assumption, means that the fighter has to ask for it as a handout. Should you really tell a player "Oh, that class is fine. The GM Gary will totally give you all kinds of loot and followers."
Spells are not a default assumption either, a wizard only gains two per level as he rises in levels. I'd rather they make followers and carving out a dominion modular than forced. What happens when the wizard earnestly invests efforts into gaining land, buildings and henchmen and you as DM allow it? Then you have the Fighter's player thinking what is the point if everyone can get this, henchman and land ain't that special anymore.
The idea here is that being a wizard has a cost. The devotion to unlocking the secrets of the universe shouldn't come cheap. So that when a party raids a dragon's hoard, the wizard is going to need to spend a healthy chunk of his share on new books and components and rituals that eventually get him to the next level, while the fighter is free to spend his more freely.
Absolutely agree with this statement. Spell components, spell/ritual research can go a long way in that. You could even have the Fighter being paid by the Wizard to help him track down necessary components for a new spell...etc
The Hulk is not wuxia. Using wuxia like that is just a dogwhistle.
The Hulk is a superhero. The wizard is not a superhero. He is governed by the mechanics of his race. He abides by the laws and limitations of magic. Giving a D&D character superhero powers means you move the game to mythical or supernatural proportions - definitely not centred around medieval Europe (perhaps Ancient Europe).
If you want to play a realistic peak-human fighter like Inigo Montoya, there is level one through four. If you wanted to play with your high-level wizard friend and still be grounded, just stay at level four.
Fair enough. But the imbalance style of play is a popular style of play for the last 30 years of the hobby, so it has to remain in BASIC. The power-balance style and superheroic feats you are looking for are best served as modules which can either replace or be added on to features of the classes.
5e is supposed to be inclusionary due to the modules, not necessarily due because of the Basic Game.
I imagine we more than likely agree with most things (a few bits here and there we might have a difference on opinion), but I fear our biggest disagreement is where Basic should have drawn the line.