AdmundfortGeographer
Getting lost in fantasy maps
What if the solution is to not have casters step all over the role of damage dealing? Leave that to martial classes to shine, but keep a few damage magic around that they can’t spam all over the day.
				
			Sure, but you can always build in the idea in the class features that your signature item(s) can't be taken away from you for long, making them akin to lacking the requisite components/arcane focus needed to cast spells. Many games do this. Its a little more narrative, but not beyond the line for me.I'm in the camp that is fine with fighters as they are, but is fine with them getting more toys as well. I just want the super duper toys to be supernatural abilities if they transcend what a normal human is capable of. That said, I've seen a lot of people who want, and understandably so, those toys to be innate to the class and not item dependent. It would suck for you to be better at your class only because you got a magic item, AND to have said abilities dependent on said item not leaving you. If item is broken or stolen, there went your high level ability.
For my part, I wouldn't mind a "Batman" fighter, but I'd want it designed that way as it's own subclass, or perhaps even a completely separate class. I don't think tossing it into the current fighter would do either concept any favors.For magic items that are magical features, I can see the item having a form of "attunement" that can automatically summon the item to hand from anywhere.
For me, I definitely want the powers to be innate. That is why I strongly prefer psionics that eschew all external spell components.
I prefer the "Superman" innate powers. But I can see that some people prefer the "Batman" gear powers. D&D can easily allow for both esthetic preferences.
Wouldn't work. That's taking away content again.What if the solution is to not have casters step all over the role of damage dealing? Leave that to martial classes to shine, but keep a few damage magic around that they can’t spam all over the day.
Not going to touch Hercules, but with Xena - she absolutely encounters others that are at or at least near her level of prowess. It's very much a given, in that universe, that with enough training etc. humans can exceed normal limitations - even without magic.Xena and Hercules aren't exactly "every fighter", they're the two (or certainly two of the) absolute highest-level fighters in the setting.
Never mind that Herc's also half-deity and it's left open-ended whether Xena is as well.
Cool! Sounds like a great conceit for the right setting.Not going to touch Hercules, but with Xena - she absolutely encounters others that are at or at least near her level of prowess. It's very much a given, in that universe, that with enough training etc. humans can exceed normal limitations - even without magic.
Problem is there are SO MANY spells. IME if some spells have drawbacs and others don't? Casters just pick the ones that don't.If spellcasting is the high-reward option vs the lower-reward options open to the martial then the obvious trade-off is to make casting higher-risk in tandem with the higher reward.
And this is where WotC-era D&D really missed the boat: in 3e they took out almost all the risks from casting but left the rewards in place, then in 4e-5e they doubled down by taking out the few remaining risks but also nerfing a lot of spells.
The answer, IMO, is to bring back the risks. Make casting a spell something that can be easily interrupted (and add in that interrupting a spell risks a wild magic surge!). Build inherent risks back into certain spells (polymorph, teleport - I'm looking at you!), meanwhile make casters roll to aim their AoE spells and bring back risk-generators like rebounding lightning and expand-to-volume fireballs.
Do all that, and suddenly casters aren't the be-all and end-all in combat - they have to pick their spots.
Strain will work outside of combat too. Sure you can cast that knock spell, but you might drop from exhaustion right after.The only way to rein the casters in outside of combat is by adding monetary costs to spells, not my preferred choice but nothing better has yet suggested itself.
Two tangents that have always bothered me are:
Why are full casters (with no real combat training) going out in situations where nose to nose small scale combat will be regular? Why aren't the full caster ones back in the wizards school or doing research? It's not like Gandalf wasn't awesome enough with the sword to take on a freaking Balrog.
Why are the clerics that go out with all that armor and spells full casters? Why aren't there some even better casters back in the temples who have passed on the combat stuff.
So, getting back to the thread...
How do the fighters feel if the Wizards and Clerics going out with them are half-casters half-combat?
Or did this ship sail way back in 1e and 2e when (as @HammerMan and @DND_Reborn noted upthread) the balance was the M.User having to live through the first few levels being useless with no hitpoints?
Again, how are we doing this?Narrative control. Learn to deal with it. Flavoring a plot coupon as a spell doesnt make it inherently more "realistic".