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L&L December 1st design finese. Part 2
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<blockquote data-quote="Teataine" data-source="post: 6228205" data-attributes="member: 6678036"><p>The reason why "casters" is synonymous with "wizard" is because we're talking about the core game here. Clerics can wade into melee, but only specific builds post 3e can also cast well in melee. They have lower attack bonuses, worse HP, worse AC than fighters and can't take as much punishment. As for 3E high-level self-buffing clerics, we all know they're broken and wish they were gone.</p><p>Druids don't cast in melee either. When they want to go into melee, they shapeshift. Which is why Natural Spell was a broken feat, again.</p><p></p><p>The other mentioned classes, and all the other gish-types either aren't full casters or they are "non-core" variants. The assumption is always that you're giving up some of your spellcasting versatility and power for more melee survivability.</p><p></p><p> "Caster" here isn't supposed to mean "anyone who can cast a spell" because that would include Paladins, and even Fighters with an Initiate feat. Caster refers to the core three "full spellcasters". This has always been the case in my experience.</p><p></p><p>Second of all, as for bows, you need to be standing at least the length of your arrow (and probably a little more) away from your target, for it to reach full velocity. If you shoot something at a range where the arrow-tip is too close to the target, it will just stop there.</p><p>Second of all, D&D combat has always been about simulating a series of thrusts and parries. Parrying is the most important part of any melee. Armour is the last resort. So when someone is waving a sword in your face, and you're only holding your bow in your hands, you're pretty <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />ed. The Disadvantage is pretty darn sensible, kind even.</p><p>Even in swordfighting, if someone moved within your weapon's reach, the smart thing to do was to grapple or punch with the pommel damnit.</p><p></p><p>D&D is not a simulation, it's abstract. But within that abstraction, you can make certain things desirable and others not, depending on what makes sense in the fictional space as well as the mechanical balance of the rules. Making ranged weapons fully usable in melee would probably make them broken. This is a simple way to tackle that, especially compared with some other solution in the past.</p></blockquote><p></p>
[QUOTE="Teataine, post: 6228205, member: 6678036"] The reason why "casters" is synonymous with "wizard" is because we're talking about the core game here. Clerics can wade into melee, but only specific builds post 3e can also cast well in melee. They have lower attack bonuses, worse HP, worse AC than fighters and can't take as much punishment. As for 3E high-level self-buffing clerics, we all know they're broken and wish they were gone. Druids don't cast in melee either. When they want to go into melee, they shapeshift. Which is why Natural Spell was a broken feat, again. The other mentioned classes, and all the other gish-types either aren't full casters or they are "non-core" variants. The assumption is always that you're giving up some of your spellcasting versatility and power for more melee survivability. "Caster" here isn't supposed to mean "anyone who can cast a spell" because that would include Paladins, and even Fighters with an Initiate feat. Caster refers to the core three "full spellcasters". This has always been the case in my experience. Second of all, as for bows, you need to be standing at least the length of your arrow (and probably a little more) away from your target, for it to reach full velocity. If you shoot something at a range where the arrow-tip is too close to the target, it will just stop there. Second of all, D&D combat has always been about simulating a series of thrusts and parries. Parrying is the most important part of any melee. Armour is the last resort. So when someone is waving a sword in your face, and you're only holding your bow in your hands, you're pretty :):):):)ed. The Disadvantage is pretty darn sensible, kind even. Even in swordfighting, if someone moved within your weapon's reach, the smart thing to do was to grapple or punch with the pommel damnit. D&D is not a simulation, it's abstract. But within that abstraction, you can make certain things desirable and others not, depending on what makes sense in the fictional space as well as the mechanical balance of the rules. Making ranged weapons fully usable in melee would probably make them broken. This is a simple way to tackle that, especially compared with some other solution in the past. [/QUOTE]
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