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General Tabletop Discussion
*Dungeons & Dragons
Considering "taking the 5th" (Edition); questions for those more experienced.
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<blockquote data-quote="Staffan" data-source="post: 6593623" data-attributes="member: 907"><p>So did I, a lot.</p><p></p><p></p><p></p><p>The following classes are more or less entirely about spellcasting: bard, cleric, druid, sorcerer, warlock, wizard.</p><p></p><p>The following are martial classes with spellcasting abilities: paladin, ranger. They generally cast about half as well as a dedicated caster, and many of their spells are in support of their specific niche - for example, paladins get a bunch of spells called (something) Smite that lets them deal extra damage with an attack and inflict some kind of condition on the opponent.</p><p></p><p>Monks are a bit of a special case. By default they have some abilities that are magical-ish, but generally more "wuxia" in nature than actual spellcasting. Their sub-classes add various levels of mysticism to the class: Way of the Open Hand has things like using ki to heal oneself. Way of the Shadow gives the ability to cast some sneaky-type spells, eventually teleporting through shadows, and the like - think "mystic ninja". Finally, Way of the Four Elements is overtly magical, using ki to produce various elemental magic effects. Think benders from Avatar (though not limited to a single element).</p><p></p><p>Fighters and rogues each have a sub-class that's about a third caster, the Eldritch Knight and Arcane Trickster. They get a limited selection of spells, and limited amount of casting as well (they max out at 4th level spells at 19th level). They each also have two subclasses that are entirely martial.</p><p></p><p>Finally, barbarians are the class with the least magical potential. Barbarians have two subclasses: berserker which is entirely non-magical, and totem warrior which gives some semi-magical abilities. They get the ability to "cast" <em>beast sense</em> and <em>speak with animals</em> as rituals, and gain abilities flavored as channeling the spirits of Bear, Eagle, and/or Wolf.</p><p></p><p></p><p></p><p></p><p>Advantage/disadvantage is generally used instead of situational modifiers - e.g. when an opponent is prone you get advantage on attacks against it instead of +4. Shooting someone at long range gives you disadvantage. Pretty much the only situational combat modifier left is cover.</p><p></p><p></p><p></p><p>IME, being at a tactical disadvantage rarely means having mechanical disadvantage. You may be outnumbered three to one, but you still roll regular attacks without disadvantage.</p></blockquote><p></p>
[QUOTE="Staffan, post: 6593623, member: 907"] So did I, a lot. The following classes are more or less entirely about spellcasting: bard, cleric, druid, sorcerer, warlock, wizard. The following are martial classes with spellcasting abilities: paladin, ranger. They generally cast about half as well as a dedicated caster, and many of their spells are in support of their specific niche - for example, paladins get a bunch of spells called (something) Smite that lets them deal extra damage with an attack and inflict some kind of condition on the opponent. Monks are a bit of a special case. By default they have some abilities that are magical-ish, but generally more "wuxia" in nature than actual spellcasting. Their sub-classes add various levels of mysticism to the class: Way of the Open Hand has things like using ki to heal oneself. Way of the Shadow gives the ability to cast some sneaky-type spells, eventually teleporting through shadows, and the like - think "mystic ninja". Finally, Way of the Four Elements is overtly magical, using ki to produce various elemental magic effects. Think benders from Avatar (though not limited to a single element). Fighters and rogues each have a sub-class that's about a third caster, the Eldritch Knight and Arcane Trickster. They get a limited selection of spells, and limited amount of casting as well (they max out at 4th level spells at 19th level). They each also have two subclasses that are entirely martial. Finally, barbarians are the class with the least magical potential. Barbarians have two subclasses: berserker which is entirely non-magical, and totem warrior which gives some semi-magical abilities. They get the ability to "cast" [I]beast sense[/I] and [I]speak with animals[/I] as rituals, and gain abilities flavored as channeling the spirits of Bear, Eagle, and/or Wolf. Advantage/disadvantage is generally used instead of situational modifiers - e.g. when an opponent is prone you get advantage on attacks against it instead of +4. Shooting someone at long range gives you disadvantage. Pretty much the only situational combat modifier left is cover. IME, being at a tactical disadvantage rarely means having mechanical disadvantage. You may be outnumbered three to one, but you still roll regular attacks without disadvantage. [/QUOTE]
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Considering "taking the 5th" (Edition); questions for those more experienced.
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