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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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<blockquote data-quote="Condiments" data-source="post: 7827208" data-attributes="member: 6802006"><p>From my general experience having been the DM of a 5e campaign from 1-15, I observed there is a general problem with how the fighter interfaces with the narrative. They can do incredible amounts of damage in battle somewhat consistently, but outside of that there isn't much to go off of. I realized this was a problem earlier on when one of my players complained at 5th level after he heard the sorcerer picking between his menu of spells, "So he gets this vast spell list to choose from, and I get to...attack again?"</p><p></p><p>This problem extended beyond the boring progression of mundane characters as the levels increased. The problem with 5e spells is that there is a distinct power curve that encompasses BOTH in and out of combat power. After certain levels, casters really can redefine how the whole game plays for everyone involved. I remember when my druid first cast wind walk and suddenly travel became a trivial problem. The wind walk spell transformed how I had to write adventures and invalidated my hex map, considering they could easily move in and out of their travel form within a minute. After a certain level casters force you to redefine how you write adventures in order to challenge the party as they can often bypass or invalidate obstacles. There were MANY instances during the game where casters completely warped the direction of the story with their spells. I have no issue with this, but there it's very obvious there is a clear caster bias.</p><p></p><p>The progression of spells also gives you an idea of the power progression of casting classes within the game fiction. Everyone knows wizard, and sorcerer at 7th level can teleport the party across vast distances, can transport themselves or enemies between dimensions, break the laws of gravity, or create illusory duplicates of itself. There is a definite sense of power and mastery enforced by the spells mechanics and fiction. Do you get that with the fighter or rogue? Do these classes reach similar heights of martial strength at 13th level? I have no idea, and the game really doesn't much help much with that either.</p><p></p><p>Between the sorcerer and land druid, the problem got so bad that I gave the fighter these gauntlets of cloud giant strength so she could perform super-human acts of strength a few times every long rest. I had to create a fictional reason in the game so the fighter had some idea of her power, and it was on me to wing exactly what she was capable of.</p><p></p><p>I also really like playing rogues and fighter types, but I've avoided playing them because they have so few interesting options. Even in combat, where the it's their time to shine, they get very little in the way of mechanical support for performing interesting feats of heroics outside of wacking people with a sword. What about smashing my hammer into the ground so hard it sends baddies crashing to the ground? Can I do stuff like that without forcing my DM to adjudicate the entire thing?</p><p></p><p>I also laugh at the when the new books come out with oodles of spells and no new maneuvers for the battlemaster fighter. The bias is rather obvious to me at this point. It's just part of the reason why I've moved onto other systems.</p></blockquote><p></p>
[QUOTE="Condiments, post: 7827208, member: 6802006"] From my general experience having been the DM of a 5e campaign from 1-15, I observed there is a general problem with how the fighter interfaces with the narrative. They can do incredible amounts of damage in battle somewhat consistently, but outside of that there isn't much to go off of. I realized this was a problem earlier on when one of my players complained at 5th level after he heard the sorcerer picking between his menu of spells, "So he gets this vast spell list to choose from, and I get to...attack again?" This problem extended beyond the boring progression of mundane characters as the levels increased. The problem with 5e spells is that there is a distinct power curve that encompasses BOTH in and out of combat power. After certain levels, casters really can redefine how the whole game plays for everyone involved. I remember when my druid first cast wind walk and suddenly travel became a trivial problem. The wind walk spell transformed how I had to write adventures and invalidated my hex map, considering they could easily move in and out of their travel form within a minute. After a certain level casters force you to redefine how you write adventures in order to challenge the party as they can often bypass or invalidate obstacles. There were MANY instances during the game where casters completely warped the direction of the story with their spells. I have no issue with this, but there it's very obvious there is a clear caster bias. The progression of spells also gives you an idea of the power progression of casting classes within the game fiction. Everyone knows wizard, and sorcerer at 7th level can teleport the party across vast distances, can transport themselves or enemies between dimensions, break the laws of gravity, or create illusory duplicates of itself. There is a definite sense of power and mastery enforced by the spells mechanics and fiction. Do you get that with the fighter or rogue? Do these classes reach similar heights of martial strength at 13th level? I have no idea, and the game really doesn't much help much with that either. Between the sorcerer and land druid, the problem got so bad that I gave the fighter these gauntlets of cloud giant strength so she could perform super-human acts of strength a few times every long rest. I had to create a fictional reason in the game so the fighter had some idea of her power, and it was on me to wing exactly what she was capable of. I also really like playing rogues and fighter types, but I've avoided playing them because they have so few interesting options. Even in combat, where the it's their time to shine, they get very little in the way of mechanical support for performing interesting feats of heroics outside of wacking people with a sword. What about smashing my hammer into the ground so hard it sends baddies crashing to the ground? Can I do stuff like that without forcing my DM to adjudicate the entire thing? I also laugh at the when the new books come out with oodles of spells and no new maneuvers for the battlemaster fighter. The bias is rather obvious to me at this point. It's just part of the reason why I've moved onto other systems. [/QUOTE]
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