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


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Flat out say that beyond level ten you're in the land of myths, and simply can do things no one in the real world can. No one in the real world ever was above level ten.
I mean this could be a solution too. Have some kind of 'ascension' at level 10 that is a dramatic event and power increase....not a bad idea.
 

The point is that the fighter is supposed to be the heavy in the fighting of said monster but at mid levels, mosnters can reality break or supernatural around the fighter unless the is given counters in magic items.
Most of them can't, though. The vast majority can't. And it's okay that the fighter has trouble with some, just like the wizard doesn't really do well against creatures that have advantage on saves and resistance to magic damage.
However being forced to give a fighter a X of Flight and Y of Speed and Z of Resistance by level 11 is frowned upon.
Yep. No class is entitled to specific items and abilities, and the fighter doesn't need it. Looking the creatures in the CR 11 range in the MM, none of them can attack while out of range of a fighter with a long bow. It has a range of 150 feet, just like the Horned Devil attack. If it can hit the fighter, the fighter can hit it. Your example isn't even a proper example.

So the Horned Devil flies up 150 feet. It then uses a single attack on 1 PC with +7 to hit and 4d6 damage. The fighter then returns fire with, assuming a 14 dex, +6 to hit. He fires the bow 3 times and can action surge for another 3 if he wants. Even with 3 attacks, the fighter with his combat abilities and such is at the very least equaling the devil in damage output. Even if the devil tries using movement to fly into range and then back up out of range, the fighter just readies his attack for when the devil flies into range.

No magic items needed.
 

Have some kind of 'ascension' at level 10 that is a dramatic event and power increase....not a bad idea.
Except it then takes half the levels away from people who don't want it. 🤷‍♂️

Which again, is why I think if you made it prestige "path" option then maybe it could work, but I don't think it should be baked in.
 


One day and 26 pages later. So I haven't been able to read all the posts...

4E existed. It did exactly this, and you could certainly keep playing into high levels. Fighters had big nova abilities, casters were nerfed, and key spells were made rituals, that were costly to cast. (Rituals and creative magic items were key to keeping a zany D&D feel).

And the market spoke.

Some players don't always feel like playing a magic user. They want to use a big axe or a bow and be really good with it. And tough, and skilled, and resilient and do cool things. But they don't want to be a magic-user. and they aren't interested in too many bells and whistles on the character sheet.

And most D&D groups want to have those moments were someone cast that game changing spell. Its fun.

It may be hard, but I think these things just have to be reconciled.
 



I mean this could be a solution too. Have some kind of 'ascension' at level 10 that is a dramatic event and power increase....not a bad idea.
I want one class (okay two with rogues) that doesn't by default rely on magical or supernatural abilities. There are plenty of options if you don't like mundane. The bóok is overflowing with them.

It doesn't matter if they get mystical powers at level 10, I don't want them to ever have them unless I decide on a specific archetype or multi-class option.
 

Except it then takes half the levels away from people who don't want it. 🤷‍♂️
Frankly, then so be it. This simply isn't a solvable issue otherwise.

Which again, is why I think if you made it prestige "path" option then maybe it could work, but I don't think it should be baked in.
You can't make it optional, because you cannot balance the lack of it.
 
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