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Need a better houserule to fix Bladesinger's mechanics not supporting lore issue
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<blockquote data-quote="Sword of Spirit" data-source="post: 7020029" data-attributes="member: 6677017"><p>Of course, a Bladesinger can avoid melee entirely and be fine, and going into melee doesn't really help effectiveness much (if at all). That is actually fine. All that matters is that they can be doing better damage swinging a weapon than throwing a <em>firebolt</em>, which they can with <em>green flame blade</em> so the design is fine there. You don't go into melee with the 5e Bladesinger because you have to; you do it because you want to and because you can.</p><p></p><p>About the only significant mechanical benefit is that you can make good use of magical weapons. Since this is sitting on a full wizard chassis, it's probably good that it doesn't give you too much benefit.</p><p></p><p></p><p></p><p>Lack of traditional spell options (and bard can only mitigate that so much) is main objection to that method. Interesting thought experiment though.</p><p></p><p></p><p></p><p>It's the higher level utility spells that make me feel like a higher level wizard. Fireball in a high level spot is ho-hum. <em>Plane shift</em> to the Elemental Plane of Fire, because I'm a *wizard* is what makes it feel right for me.</p><p></p><p></p><p></p><p>High-level spells. I like Eldritch Knight as a dabbler, but I can't come close to recreating fighter/wizard (of which Bladesinger is a sub-type) character concepts from AD&D with it.</p><p></p><p></p><p></p><p>5th-level spells with 7th-level slots. EK 9/Wizard 11 is a better route for 6th level spells, or EK 7/Wizard 13 for 7th level spells with 9th level slots. That's as close as you can get to a traditional fighter/mage that is also effective. You get War Magic and 7th level spells, but you are low on hit points, and you advance in relevant abilities like molasses.</p><p></p><p>Fighter/Bladesinger isn't a good combination though (other than a 1 or 2 level fighter dip, which can be worth it depending on what you're going for), because fighter is overlapping features and providing similar ways to accomplish melee prowess Bladesinger while taking spellcasting away.</p><p></p><p></p><p></p><p>I'm pretty flexible with my weapon fluff, but there are a still a lot more random magical longswords than rapiers in my games, forcing me to customize rewards to a character, which isn't how my general philosophy of play runs.</p><p></p><p></p><p></p><p>Lol...yes, but that's the thing. Bladesinger <em>should</em> want it!</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7020029, member: 6677017"] Of course, a Bladesinger can avoid melee entirely and be fine, and going into melee doesn't really help effectiveness much (if at all). That is actually fine. All that matters is that they can be doing better damage swinging a weapon than throwing a [I]firebolt[/I], which they can with [I]green flame blade[/I] so the design is fine there. You don't go into melee with the 5e Bladesinger because you have to; you do it because you want to and because you can. About the only significant mechanical benefit is that you can make good use of magical weapons. Since this is sitting on a full wizard chassis, it's probably good that it doesn't give you too much benefit. Lack of traditional spell options (and bard can only mitigate that so much) is main objection to that method. Interesting thought experiment though. It's the higher level utility spells that make me feel like a higher level wizard. Fireball in a high level spot is ho-hum. [I]Plane shift[/I] to the Elemental Plane of Fire, because I'm a *wizard* is what makes it feel right for me. High-level spells. I like Eldritch Knight as a dabbler, but I can't come close to recreating fighter/wizard (of which Bladesinger is a sub-type) character concepts from AD&D with it. 5th-level spells with 7th-level slots. EK 9/Wizard 11 is a better route for 6th level spells, or EK 7/Wizard 13 for 7th level spells with 9th level slots. That's as close as you can get to a traditional fighter/mage that is also effective. You get War Magic and 7th level spells, but you are low on hit points, and you advance in relevant abilities like molasses. Fighter/Bladesinger isn't a good combination though (other than a 1 or 2 level fighter dip, which can be worth it depending on what you're going for), because fighter is overlapping features and providing similar ways to accomplish melee prowess Bladesinger while taking spellcasting away. I'm pretty flexible with my weapon fluff, but there are a still a lot more random magical longswords than rapiers in my games, forcing me to customize rewards to a character, which isn't how my general philosophy of play runs. Lol...yes, but that's the thing. Bladesinger [I]should[/I] want it! [/QUOTE]
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Need a better houserule to fix Bladesinger's mechanics not supporting lore issue
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