Artamo
Adventurer
Yeah, I still don’t think they’ve quite gotten that one nailed down. I do think the new PHB is better at it than the 2014 version though.It's the "confused player during character generation" element that IMO really has to go.
Yeah, I still don’t think they’ve quite gotten that one nailed down. I do think the new PHB is better at it than the 2014 version though.It's the "confused player during character generation" element that IMO really has to go.
Honestly, I don't hate this, assuming they get at least one cantrip with scaling damage, which should probably be automatically granted: "You get one of X, Y or Z and two other cantrips of your choice at first level."
Add more cantrips at second level and probably some other class benefit, then give a few actual X/day spells starting at level 3, based on subclasses.
Maybe very few experienced players would gravitate to the class, but I bet a lot of new players would love it.
These are all great ideas, especially when you slice up the complexity of given spellcasters and silo each portion off into different subclasses for your cantrip caster, so none of them gets all of the existing complexity, but they get a piece of the puzzle, making it easier for their next character, should they choose to go that route, be a full-fledged, more complicated class to play.I was thinking 1-3 more dice on damaging cantrips.
Then a subclass with more raw boosts to damage.
A subclass that buffs utility cantrips and gives you combat uses of them. Like using light to blind.
Then your standard 1/3 caster subclass.
And a subclass that gives a ritual book and classical tier defining spells X/LR as a wizard replacement for people whi wanna be wizards but not manage all those spells.
It can get in line with the three hundred other b/x clones (with or without ascending AC)And the problem there is...?
It can get in line with the three hundred other b/x clones (with or without ascending AC)
that is the 5E sorcerer, but it was given nothing to replace the nonflexibility as the wanted streamline caster multiclass progression.If you really want "simpler" casters, remove the bonus spell lists from all subclasses. Then make almost every classes spell prep change only on level up rather than per day. (Wizard is the sole exception). Once you have everyone only having 2-3 spells per spell level rather than 5+, the amount of analysis paralysis will drop.
This, when I started out playing with my Nephews who were 5 and 8 at the time - the younger one played a sorcerer. And it worked, because I went with him trough his spell casting choices and what his character could do ... like, if you have a more or less experienced DM or Player helping the newbie to create a character, most classes a not hard to grasp.That's fair enough too. It's just if you have one-on-one time to explain it to the player, they seem to do really well. But, it is hard to explain over and over again how/when/where certain spells work. But you are right, both are elements that could be improved with a simple caster.
I would imagine, a "simplified" Spellcaster is more akin to a Superhero. Shooting energy blasts from your hands instead of casting spells, creating energy shields, maybe flying ... like a super condensed set of abilities that are magical instead of picking 20+ spells out of a list of 200 spells. Because thats what a Super Hero is: A condesed set of two to four magical (supernatural) abilities.I don't see a reason for a "simple caster" unless you redefine "caster" in a way that makes it start to include stuff like the arcane archer where the "simple" spellcasting is streamlined down to choosing an element or whatever for your arrow.
The nature of spellcasting means that effectively playing a spellcaster requires the player to juggle knowing what spell choice to use in any given situation and when not to use a spell that your party doesn't need. The only way to make that "simple" without stripping it down to be like arcane archer is to accept that the resulting class will be so overtuned that it becomes S+++ tier when played with even a little thought &:skill.
Mostly agree but think that also gets to the problem with calling fora blaster by way of calling for a "simple arcane caster". No matter how tight and well designed the resulting blaster is, "arcane caster" is too broad of a power set to avoid endless best in class near enough equivalent features getting added on like so many sorlock builds include.This, when I started out playing with my Nephews who were 5 and 8 at the time - the younger one played a sorcerer. And it worked, because I went with him trough his spell casting choices and what his character could do ... like, if you have a more or less experienced DM or Player helping the newbie to create a character, most classes a not hard to grasp.
I would imagine, a "simplified" Spellcaster is more akin to a Superhero. Shooting energy blasts from your hands instead of casting spells, creating energy shields, maybe flying ... like a super condensed set of abilities that are magical instead of picking 20+ spells out of a list of 200 spells. Because thats what a Super Hero is: A condesed set of two to four magical (supernatural) abilities.
Super heroes with a bigger set of abilities always end up as someting that looks more like a wizard.
Like - look at the Teen Titans. Robin ... okay, that one is a rogue.
Starfire: Can shoot Energy "Starbolts" (Firebolt? with Force-Energy), can Fly, release all the energy at once (Fireball) ...
Cyborg is more akin to an Artificer/Warforged.
Beast Boy is an at-will Wildshaper.
And then there is raven. A literal Wizard.
A simple Spellcaster would be more akin to Starfire - or Cyclops or any of the other Superheroes whos main abilitiy it is to just shoot some kind of energy/fire/elemental thingy at their enemies.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.