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Casters vs Martials: Part 1 - Magic, its most basic components
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<blockquote data-quote="Neonchameleon" data-source="post: 8492347" data-attributes="member: 87792"><p>And that's another issue. D&D characters <em>literally never get seriously injured</em>. In any edition. If you're on 1hp you're every bit as functional as full hp. If you want to call that "mundane", I can only disagree.</p><p></p><p>There's surviving and there's walking away. I'll admit that I said surviving when I meant walking away.</p><p></p><p>Indeed. Look at things people do IRL. Then let the fighters be able to match that. A hit from a high level fighter with a sword should be a save or die attack simply because it's a long and sharp piece of metal wielded by a skilled user. There shouldn't be ablative armour for everyone against fighters. And fighters should be able to one shot e.g. ogres (59hp in 5e).</p><p></p><p>But because of the hit point mechanism the <em>fighters</em> may be "mundane" (which in practice means they move like first level characters at any level) but their weapons are nerf weapons.</p><p></p><p>IMO 12th level is the <em>highest viable cap</em> for the class based on the way it's written. I also find that the two "gatekeeper" spells are Fly and Wall of Stone. Fly for when spells really start to render some of the fighter's strengths irrelevant and Wall of Stone giving the ability to permanently strategically effect the world for temporary resources in ways the fighter never can.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8492347, member: 87792"] And that's another issue. D&D characters [I]literally never get seriously injured[/I]. In any edition. If you're on 1hp you're every bit as functional as full hp. If you want to call that "mundane", I can only disagree. There's surviving and there's walking away. I'll admit that I said surviving when I meant walking away. Indeed. Look at things people do IRL. Then let the fighters be able to match that. A hit from a high level fighter with a sword should be a save or die attack simply because it's a long and sharp piece of metal wielded by a skilled user. There shouldn't be ablative armour for everyone against fighters. And fighters should be able to one shot e.g. ogres (59hp in 5e). But because of the hit point mechanism the [I]fighters[/I] may be "mundane" (which in practice means they move like first level characters at any level) but their weapons are nerf weapons. IMO 12th level is the [I]highest viable cap[/I] for the class based on the way it's written. I also find that the two "gatekeeper" spells are Fly and Wall of Stone. Fly for when spells really start to render some of the fighter's strengths irrelevant and Wall of Stone giving the ability to permanently strategically effect the world for temporary resources in ways the fighter never can. [/QUOTE]
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