Maxperson
Morkus from Orkus
If you did, that couldn't have been your response to me unless you were trolling me.Sure I do, just like @EzekielRaiden did. It's not that complicated, it's just pedantry.
If you did, that couldn't have been your response to me unless you were trolling me.Sure I do, just like @EzekielRaiden did. It's not that complicated, it's just pedantry.
If you did, that couldn't have been your response to me unless you were trolling me.
That's twice now that you've abused the laugh button. A third time will be reported.I mean, I'm not the first person to respond to you like this, so unless it's a conspiracy between multiple posters to you, I think that we all understand you and just disagree with you trying to extensively litigate the meaning and concept of "balance" as you are.![]()
That's twice now that you've abused the laugh button. A third time will be reported.
I've been saying the basic Wizard spell list needs to be HEAVILY trimmed down, and the Subclass you pick being the one to expend the choices. Also, Wizards should naturally only get 1 new spell at level up, with the Subclass either giving them an extra (with conditions like "1 Illusion school spell" or "1 spell with an attack roll") or a proper class feature that does something.Honestly I think there are some interesting way to go about balancing casters that aren't being done by, say, Pathfinder.
For example, while I know they aren't going in this direction, I think it'd be interesting to do more restrictive schools: if you are a specialist, you get access to certain spells not even a generalist wizard would, but your ability to learn and cast spells outside of your specialty would be limited. Meanwhile a generalist wizard wouldn't be able to learn all the best spells, but would be more well-rounded. This sort of design would let you have some really powerful spells, but they would be more akin to class features that you could balance each school around while the generalist might get more benefits from, say, upcasting lesser spells because they don't get access to the killer spells at each level like the specialists would.
Wizard being the strongest class, is actually a intentional design decision and has been since the game's inception, this game was not made to go past level 10, and anyone still playing at that point gygax expected to be a wizard, because thats what it is for. The idea is most players will likely never play that long, for it to matter anyway. This is stuff big G man said himself, and 5E was trying to be more "classic" DnD so this is something that held.
The idea that Casters should be "Weak" early, but very strong "Late" Game.
I've been saying the basic Wizard spell list needs to be HEAVILY trimmed down, and the Subclass you pick being the one to expend the choices. Also, Wizards should naturally only get 1 new spell at level up, with the Subclass either giving them an extra (with conditions like "1 Illusion school spell" or "1 spell with an attack roll") or a proper class feature that does something.
The Wizard can remain a flexible CLASS but the flexibility of the a singular Wizard should be curtailed and their flavors ramped up. Instead of 8 copy pasted subclasses I could see a PHB where 1 of the Subclass is the 'School Specialist' or 'Academician' who gets a bunch of bonus spells from their selected school, the spell copying discount, and a power that recharge when they cast that school. Then you'd have room for like... a War Wizard who recycles the Impliment Masteries of 4e and focuses on attack roll spells and maybe a "Lore Hunter" who is a bit of an Indiana Jones type with like a MC Rogue flavor to it. Wouldn't get as many bonus spells but would get skills and exploration ability, some extra languages, a little extra toughness...
Could be a fun time instead of a boring time.
This too.
The assumption around casters where that the Arcane casters were lucky to make it to high level and the Divine Casters had limited versatility and binded by the healer role.
5e attempted to counter this by attempting to enforce the 6-8 encounters day and limiting high level slots.
However high level magic by RAW contained many ways to avoid 6 encounters a day outside a ticking clock. A ticking clock that ironically harms short rest noncasters.
It shows a lot that even WotC's own modules don't do the 6-8 encounters a day thing. It just really strains believability and tends to end up being a drag.Plus trying to enforce 6-8 encounters is difficult as hell. 3-4 can be tedious even if they aren't all combat challenges, trying to force 6-8 into a day to live up to the balance of the system is just a real lift.