Again, this supers comparison.
Why do people think D&D is a supers game when it's a fantasy game?
Virtually every major player of the Round table knights were also sporting a magical blood-line.
Kind of reminds me of having an X-factor in ones genes.
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With Circe and others transforming enemies by feeding them a poison most of the magic described was still not D&D flash big magic which is why I keep going back to early Celts. They seem a rare source of uber awesome sorcery almost like D&Ds the sorcerers among the Tuatha de Danaan might have originally been seen as mortals but that is so far gone its really hard to say and most of the sorcery of these mortals still might have been mostly what we might call rituals and we get to hear about Lugh spinning thrice in a circle to vanish or taking animal forms or similar rather immediate magic.But the same goes for pretty much all magic wielders, too. More so, actually. All the wizards, sorcerers, and other wielders of supernatural powers these heroes meet in these tales are similarly supernatural in origin; if not more likely to be out-and-out spirits/gods.
If I recall correctly, that actually had it's roots in wargaming. A unit could eventually become a hero, and then a superhero. Meaning "better than a hero", as opposed to "you are now one of the X-Men".
As to LFQW, I remember it well from 3.x, but I can't say I've noticed it in 5e (we've played up to 19th level). High level casters are undoubtedly different from non-casters, but my impression hasn't been that they are better. Just different. YMMV
The easiest way to balance fighters with full casters is to change short rests to a night's sleep and a long rest to many consecutive days of rest. Let normal HD recharging and exhaustion be short rest recharged. The end.
Yes, we're still waiting for the edition that finally supports all paces a story and campaign can have, by untying rest frequency from a specific period of time.That's adjusting the balance point to fit a campaign with different pacing. Which isn't terrible, but isn't ultimately any different than just forcing tons of encounters & short rests into every 'day.'
Thank you but my question was rhetorical.Because
Without a doubt, the most effective character I have played is a 5E Champion Fighter. If by "suck," you mean "be a whirlwind of death to their enemies," you'd be close to the mark. This gap is theoretical, more than practical.
As to LFQW, I remember it well from 3.x, but I can't say I've noticed it in 5e (we've played up to 19th level). High level casters are undoubtedly different from non-casters, but my impression hasn't been that they are better. Just different. YMMV
Yes, this thread reads as if it was posted to the wrong edition subforum.5e scarcifies high level spells. Not only by requiring higher slots to boost low level spells (thus curbing the ‘quadratic’ problem) but also make high tier slots painfully few.
Not 'still waiting,' but 'once gain waiting.' We had that for a couple of years, but then it turned out that we essentially can't have nice things, afterall. ;PYes, we're still waiting for the edition that finally supports all paces a story and campaign can have
Really, nothing about 4e & 5e short/long rests keeps the DM from just shifting the time scale (3.x was presented in a more set-in-stone style, but you could probably do so in 3.5/PF, too, your players just might rebel if it didn't favor their builds). And, yes, that's 'shifting the problem.' It is fine if you want to always run your campaign at a given pace, or if you are OK with always matching the pacing to the conditions. Desserts always have infrequent encounters, dungeons always have plenty of food, water & safe places to rest., by untying rest frequency from a specific period of time.
In other words, changing "hour and day" to "day and week" (or whatever) misses the point, since it just shifts the problem.
AKA 13th Age, which is D&D but for trademark law.Much like we've finally gotten rid of stupid crap like charm person, detect evil and low-level teleporting, sooner or later D&D will implement "you can make a short rest every X encounters, and a long rest every Y short rests" (aka the Jonathan Tweet solution)