D&D General Chris just said why I hate wizard/fighter dynamic


log in or register to remove this ad

There are fairly easy way to counteract this. First, antimagic can become frequent at higher level. Good luck casters...

Magic resistance also becomes more common at high level, and that is certainly a martial boost as well.

That being said, the magic resistance of 5e is a bit limited, so, although I have not needed it so far even in high level, I'm considering giving powerful adversaries real magic resistance à la 3e, with a number that needs to be beaten by a casting ability check.

Honestly, a good combination of this makes martial strong again.
Heh, sarcasm: And meanwhile, why not make all the ACs become infinity to that all the martial classes become unplayable too?
 


But none of them get everything a fighter gets. That's the point. SOME clerics get plate, bladesingers get limited access to martial weapons, most casters never get Extra Attack, etc.


Paladins do not cast as well as a caster and clerics and druids do not fight was well as martials.
and again my suggestion was options that allow for any 6th level or lower spells by 20th level (so not as much but much more) and again a d8 all armor all weapon class that gets the extra attack by default as 5th level and some sub classes get a second one at 15thish... there we go more balanced then a 15th level cleric in plate with a martial weapon and 8th level spells.
 


does every non caster have a hundred or more pounds of gear in your games? It sounds to me like you just need the encumbrance rules to interact with jump and then that 60ft jump would be if NOT over weighed... then cut it down if they are in full plate carring a chest..
There is no rule that encumbrance affect jump distance.

Why would it matter? Someone long jumping 60 feet without the aid of magic wouldn't sit right with me. It's a preference and one I'm tired of arguing about.
 

Honestly to me? Yeah. Special options for a Fighter, unique from other classes, outside of Combat? Hard pass from me.

Fighters are Fighters. They are there to study the blade. To put on huge plates of armour. Stand in front of the bad guy as just a normal human/goblin/orc/elf/dwarf/whatever, draw that magical sword, and smack down evil.

In my mind, the Fighter revolves around combat. That is its crown glory, and where it should be cleaving down enemies standing atop their broken bodies.

Give them maneuvers, or knacks like level up, sure but yeah, I'm a big fan of having classes have a niche.

The problem is that 5e tries REALLY hard to make sure all classes have a good role in combat. Mostly because they recognize it's a huge part of the game. So sure the fighter excels in combat but so do all classes, in their own way.

But there are two other pillars. Shouldn't fighters have some role to play in those pillars (outside of just the basic skill stuff everyone can do), just like EVERY other class has a role in combat?
 

This gets a big "And...?"from me. A 5th level warlock can take an invocation that allows them to be invisible at will (as an action and as long as they are in dim light or darkness).

Why can't a rogue of sufficiently high level be "so stealthy" as to effectively be invisible at will too - it doesn't have to be magic.

The designers have started leaking stuff like this in - and it's great. For ex. the gloomstalker ranger is invisible to darkvision - it's not magic it just is.

Plenty of ways to give martials good stuff without magic or breaking the balance of the game.
The Gloomstalker ability is magical. From the Sage Advice.

"But our game makes a distinction between two types of magic:
• the background magic that is part of the D&D multiverse’s physics and the physiology of many D&D creatures
• the concentrated magical energy that is contained in a magic item or channeled to create a spell or other focused magical effect

In D&D, the first type of magic is part of nature. It is no more dispellable than the wind. A monster like a dragon exists because of that magic-enhanced nature. The second type of magic is what the rules are concerned about."

Determining whether a game feature is magical is straightforward. Ask yourself these questions about the feature:
• Is it a magic item?
• Is it a spell? Or does it let you create the effects of a spell
that’s mentioned in its description
?
• Is it a spell attack?
• Is it fueled by the use of spell slots?
• Does its description say it’s magical?"

So despite not saying it's magical, it does mention the spell effect invisible, which makes it magic.
 

and again my suggestion was options that allow for any 6th level or lower spells by 20th level
Too many of those spells are much too plainly magical to be given to martials as abilities IMO.

Certain things would be fine, of course, but it would be a case-by-case basis to me. 🤷‍♂️ But that's only because I don't want non-casters to be magical in their abilities... I am a big fan of the spell-less Ranger for this reason.

Anyway, thinking quickly something like a 5th-level Rogue having a Spider Climb ability once per long rest, or a Fighter or Barbarian with a Jump spell-like ability with limited use would work IMO. Do I want to see them Dimension Dooring or something? No, no thank you.
 

The issue is

1 and 2 stop being a problem after level 8 or so.

5e casters (except warlock and sorcerer) have way too many spell slots and prepared spells for that kind of design.
I'd prefer a system where you got back X number of spell slots back after a rest based on your level. Perhaps limit the max spell level you can get back after a short rest. That way it could be easily tweaked by the group for better balance. Maybe for one group they get back 5 spell slots (5 1st level spells or 1 5th level spell) after a short rest while another gets back 10 or whatever. Obviously it would need to be based on class and level somehow.
 

Remove ads

Top