You do realize that in 5E (with a few rare exceptions like the Moon Circle Druid), the "simple classes" are in reality the "more powerful than everybody else" classes until at least level 5 (Fireball)
I realize that is a perfectly subjective view to have. Sure. I don't realize how this has any baring on any of my recommendations.
I also realize that the whole point of the thread was asking how to get a 1e feel in 5e. So, what's the matter?
and really pretty much strong movers and shakers in a party until at least level 13 or so? In 5E, low to mid level spell casters tend to be versatile, not powerful.
Yes. That's great as far as I'm concerned!
Yes, there are a few times a day exceptions (like maybe Sleep at low level), but the simple classes shine a lot.
Which, again, is great! I'm not following where the problem is.
Really no need to gimp the casters. Do you remove the extra two attacks per round of high level fighters because none of the other martial types can attack that often? Do you drop the Paladin's AC because even with Mage Armor and multiple Shield spells, the Wizard can only get up to AC 20 a few times per day?
Uh. No. I do not. I also do not think requiring classes that we intended, in the game world, to be more rare and "harder to do" actually
being "harder to do" is a bad thing.
It is a conceit of the genre, nearly since the inception of the game, that "magic-users" are odd, rare, not fully understood individuals. They are [or
were since we're talking here about 1e] not, as has been hammered into the public consciousness throughout the history of the game (pretty much since 2e), intended to be found all over the place. Enforcing some minor restrictions on the class to make that happen/enforce that feel and attitude, I do not see as "gimping."
It's about enforcing a "feel" on the game and setting. Mages are unusual and more rare. Period end. Paladins are unusual and more rare. Things like Rangers and Monks, too, for that matter if we're talking 1e. They were limited by their ability scores requirements, races allowed, the fact that you had actual "sub-classes" of the larger/broader classes...a lot of different factors in 1e shaped how "common" the characters were perceived in the game world. The more rare/harder it was to be a class = the more powerful/more "stuff" the class could do. None of this "all the classes are the same" happy horseshite.
It's a game. Gimping leveling rates and casting times means that you favor one style of player over another.
Good catch. Ya got me. I DO favor certain syles of players over others, ENworld's political correctedness notwithstanding (and I agree with it and enjoy that it is enforced to maintain a civil discourse). Sue me. I'm human.
Specifically, as far as this thread is concerned, we are talking about "getting a 1e experience." There is nothing here about making everybody happy, "respecting" their personal preferences, or coddling them in some communal delusion that whatever they feel they should be entitled to is 'ok.' It's about getting a 1e-feeling game.
As stated, it's a thought exercise. I suspect, [EDITed to avoid a perception of personal attack] certain players [/EDIT] would not enjoy participating in a 1e feeling game. And that's cool/fine/if you're having fun go for it.
and I get the XP for gold and training ideas, but the rest of these seem excessively punitive for no good reason.
1e feel is a good enough reason for me. You don't have to agree.
Players who are "me, me, me" might worry about spell casters and other less simple classes having more power and versatility at higher levels, but players who are pro-team instead of pro-self ignore that crap.
Then the "me me me" players are rather perceptive, because those classes will [should] do.
The "me me me" players can also go jump in a lake. It's a game of fantasy and imagination, in a group! Interpersonal dynamics and working together to achieve goals. The "me me me" players can go back to their video games and tune out the rest of the world. I will not be missing them at my table [as a DM or a player].