D&D 5E Casters should go back to being interruptable like they used to be.


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It depends what kind of caster and martial you are talking about where the balance occurs. If you are talking about Wizards, most of the martial classes are more powerful than Wizards in tier 1 before they get subclasses (generally 3rd level) and balanced for a while after that.

After subclasses are in play, if we are comparing the better Wizards to the better martials:

Monks are balanced with Wizards level 3-4, behind levels 5-13 then balanced again levels 14-20

Fighters are better than Wizards at level 3-4 and balanced from around levels 5-9

Barbarians are better than Wizards at level 3-4 and balanced at level 5.

Paladins are better than Wizards from level 3-11 and balanced levels 12-14

Rangers are better than Wizards from levels 3-12 and balanced levels 13-16 (note a Ranger optimized like this is not really played like a martial)

Note I am assuming the best subclasses from those martials and optimal builds on identical average rolls.

Cleric is the only caster that I would say starts ahead of some martials and never falls behind them the whole game.
 
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And when the martials are like "hey Cleric, come over here and heal me", the Cleric is like "sorry, Cure Wounds is a melee spell, I'll be hiding back here with the Wizard!".

Most clerics I see in 5E (and all those Im play) don't even have cure wounds prepared.

As a Cleric I have Healing Word and maybe Aid in a pinch, but for the most part healing is not my job. If someone wants to be healed regularly they should save up for potions.
 


Martials should be more efficient in combat! It's their job!

If the non-martials are in melee then something's gone wrong. An ambush certainly qualifies, and cases like that are where the martials get to shine while the non-martials just hope to survive. The flip side is when you can see the enemies coming from far away, and the casters can lay waste to 'em before the martials get their weapons drawn.
I'm just saying, when you nerf the casters you need to rebalanced everything. Because suddenly a hard encounter would become double deadly.

Also it would be no fun if my Wizard was interrupted every turn and couldn't do any magic except cantrips.

Denying players their turns is the worst thing you can do.
And that is essentially denying casters their turn in Combat.
 


Being able to be interrupted != being interrupted every turn.
Inmyy last battles in the campaign I'm playing it would have been.

But even if it only every second turn, it would suck as a player.
It is the equivalent of being able to always use hold person or counterspell on every PC caster.
 


Every spell that is an Action cast(or longer) and it's not a Cone, melee touch or personal range should provoke AoO with advantage and all melee attacks should have advantage vs caster until the start of next turn.

Con save is rolled as per conc rules to fail casting the spell. Spell slot is kept in case of fail.

Subtle spell does not provoke AoO or gives advantage as caster does not need to coordinate spell components while casting.
 

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