FrozenNorth
Hero
I thought the Deer Hunter background came with firearms proficiency.Meanwhile, I think it is ok for a background to grant a pertinent weapon proficiency, like a longbow for a Deer Hunter background.

I thought the Deer Hunter background came with firearms proficiency.Meanwhile, I think it is ok for a background to grant a pertinent weapon proficiency, like a longbow for a Deer Hunter background.
IME any items a wizard gets just help them survive (boost AC and the like) more than augment their own power. Even powerful items don't usually increase their power, just allow them more options.So while the fighter gets 4-5 magical items to measure up with the wizard, the wizard gets 4-5 magical items (or just crafts them himself) to outclass the fighter again.
No. That one came with a Gamblers tool set.I thought the Deer Hunter background came with firearms proficiency.![]()
Too true.IME any items a wizard gets just help them survive (boost AC and the like) more than augment their own power. Even powerful items don't usually increase their power, just allow them more options.
Meanwhile the fighters gain items that actually allow to do things they otherwise can't.![]()
Wizards often seek magical items that increase the DC of their spells. At level 11, this is often 17 even without enhancements. A creature trying to save against DC 19, even with magical resistance, is going to fail that spell often, particularly when a weak save is targeted.IME any items a wizard gets just help them survive (boost AC and the like) more than augment their own power. Even powerful items don't usually increase their power, just allow them more options.
Meanwhile the fighters gain items that actually allow to do things they otherwise can't.![]()
They can seek them out, but there is less than a handful that improve DC IIRC? So, IME a caster is lucky to run across one such item. But if you have a high-magic item style game that could certainly be different.Wizards often seek magical items that increase the DC of their spells.
Sure, but DC 17 against a proficient save is barely 50/50. If the caster is +9, the target is likely +7 or better in proficient saves.At level 11, this is often 17 even without enhancements.
For non-proficient saves, I would agree with the word "often", which to me means at least 65% or higher fail rate. With magical resistance is hardly ever "often" likely to fail the save. After all, if you failed 70%, with advantage that is less than 50%--not "often" IMO.A creature trying to save against DC 19, even with magical resistance, is going to fail that spell often, particularly when a weak save is targeted.
Agree! Other than helping their defense, most magic items are for casting more spells. While this increases the frequency of usefulness, it doesn't increase power IMO. Also, most spells that items can cast aren't of the real "game changing" nature since they aren't 6th+ level spells.The other magic items that wizards often seek are those that allow them to cast additional spells.
A wizard can cast 1 level 9 spell a day. Is it. Would they not be more powerful if they could cast 10?Agree! Other than helping their defense, most magic items are for casting more spells. While this increases the frequency of usefulness, it doesn't increase power IMO
I agree that this is a method that at least mitigates the problem (though it does not, in my mind, solve it), but I think this is also somewhat incompatible with the way a lot of people handle leveling these days. I would venture to say that outside of sandbox style campaigns, milestone leveling may be the more popular approach at this point. It could be adapted by doing milestone XP gain, but I'm not sure how many people who don't want to deal with the minutiae of XP rewards would welcome the complication of asynchronous leveling. Seems like it'd be better (if not simpler) to rebalance class design than to balance XP gain.Go back to different XP amounts for the diff classes. Wizards were the slowest to level up but became ultra powerful at higher levels.
I thought there was a party behind the fighter? So while the fighter gets 4-5 magical items to measure up with the wizard, the wizard gets 4-5 magical items (or just crafts them himself) to outclass the fighter again.
I think the best solve for this is to largely get rid of those sort of utilitarian magic items. To an extent, I get the concept of "boosting" items. The design space is well known, so it's easy to predict how they'll work when you add them to the game. But they have the same problem as ASIs: they are both utterly boring and simultaneously the obvious choice when it comes to bumping your character's power.Wizards often seek magical items that increase the DC of their spells. At level 11, this is often 17 even without enhancements. A creature trying to save against DC 19, even with magical resistance, is going to fail that spell often, particularly when a weak save is targeted.
The other magic items that wizards often seek are those that allow them to cast additional spells.
Actually caster magic items increase their spells known/prepared and slots by taking them off their personal self.IME any items a wizard gets just help them survive (boost AC and the like) more than augment their own power. Even powerful items don't usually increase their power, just allow them more options.
Meanwhile the fighters gain items that actually allow to do things they otherwise can't.![]()
First, you didn't include the second part of that quote, where I specified about items only casting 5th and lower level spells in general, if not completely...A wizard can cast 1 level 9 spell a day. Is it. Would they not be more powerful if they could cast 10?
Also a case of increasing usefulness (by allowing casters to reserve prepared spells and slots for non-combat uses), but now power.Actually caster magic items increase their spells known/prepared and slots by taking them off their personal self.
75% of the "OP Casters" is casters using wands and scrolls to not waste slots.