steeldragons
Steeliest of the dragons
There are many threads going on around 5e (or "Next" or "DnDN", if you prefer) about the classes and races and spells and types of magic, etc. that D&D:The Next Generation should include or have.
The amount, types, systems of magic that should incorporated, the skills, "themes", "powers", etc...that each player should have at their disposal.
SO, my question/query/curiosity in this thread is this...
What is a "Caster" class and what is not?
I'll start off...shocking I know.
For my own preferences...
Fighters, Thieves/Rogues, Barbarians, Cavaliers/Champions/Knights (however they get fluffed/described as classes), Warlords, and Assassins are...or rather, should be, "NON-caster" classes.
I'll add to that Paladins and Rangers also. They have extraordinary abilities, above and beyond Fighters, to be sure. Yes. Divinely imbued "powers" and "Nature" or "Outdoor" learned "skills"...but it's not magic...they don't need to use spells...to my mind, in my games and in my humble opinion.
Clerics, Magic-users/Mages/Wizards, Sorcerers, Shamans, Druids, Warlocks, Witches....even Bards...these are "Caster" classes. Whether they wear "light", "good", or "heavy" armour, use these weapons or those weapons, they have "actual" spell use at their disposal....be it prayer or ritual, songs or arcane formulae, they have "spells."
Personally, I would put the Monk in a "Non-caster" class...fluff them with "psionics"/mental powers, if you must, but it's not "spell use." Their skills the result of intense training and bodily and mental (and/or spiritual) discipline that exceeds that of most all "unenlightened" individuals. But they're not "casters".
I think the new game needs to be very CLEAR and clean on this issue...these classes gain their "heroic" abilities through training and skill and these other classes gain their "heroic" abilities through the use of magic.
And, for the sake of the "Balance Lawyers", there should be a solid, clean spread, with equal options on either side.
So...what would you like to see...how would you categorize "Casters" vs. "Non-casters"?
--SD
The amount, types, systems of magic that should incorporated, the skills, "themes", "powers", etc...that each player should have at their disposal.
SO, my question/query/curiosity in this thread is this...
What is a "Caster" class and what is not?
I'll start off...shocking I know.
For my own preferences...
Fighters, Thieves/Rogues, Barbarians, Cavaliers/Champions/Knights (however they get fluffed/described as classes), Warlords, and Assassins are...or rather, should be, "NON-caster" classes.
I'll add to that Paladins and Rangers also. They have extraordinary abilities, above and beyond Fighters, to be sure. Yes. Divinely imbued "powers" and "Nature" or "Outdoor" learned "skills"...but it's not magic...they don't need to use spells...to my mind, in my games and in my humble opinion.
Clerics, Magic-users/Mages/Wizards, Sorcerers, Shamans, Druids, Warlocks, Witches....even Bards...these are "Caster" classes. Whether they wear "light", "good", or "heavy" armour, use these weapons or those weapons, they have "actual" spell use at their disposal....be it prayer or ritual, songs or arcane formulae, they have "spells."
Personally, I would put the Monk in a "Non-caster" class...fluff them with "psionics"/mental powers, if you must, but it's not "spell use." Their skills the result of intense training and bodily and mental (and/or spiritual) discipline that exceeds that of most all "unenlightened" individuals. But they're not "casters".
I think the new game needs to be very CLEAR and clean on this issue...these classes gain their "heroic" abilities through training and skill and these other classes gain their "heroic" abilities through the use of magic.
And, for the sake of the "Balance Lawyers", there should be a solid, clean spread, with equal options on either side.
So...what would you like to see...how would you categorize "Casters" vs. "Non-casters"?
--SD