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<blockquote data-quote="doctorbadwolf" data-source="post: 7736974" data-attributes="member: 6704184"><p>Ok, let’s try to be more positive, here. </p><p></p><p>So, we both want a balanced game where casters and non casters are roughly equal in overall power. </p><p></p><p>I want them to be roughly equal in all pillars of the game, you (it I’ve read you right) don’t think that matters, in fact support making some good at a given pillar while others are bad at that pillar but better at another. </p><p></p><p>If you’re <em>willing</em> to see them roughly on par in all pillars, I think we can compromise and see a fun and satisfying way to a balanced game. </p><p></p><p>So, here’s my rough sketch: </p><p></p><p>5e tones down spells’ power quite a lot. I’d say that the power disparity only exists in 5e at high levels, and even then it is vastly reduced compared to PF (frankly I only even see any disparity when it comes to fighters out of combat. Out of combat I’d rather have a rogue than a wizard around), but there are still issues. Point is, we can safely steal some of 5e’s fixes to spells, like making save or suck less common, and less unavoidable for the target, while making save or die MUCH less common. </p><p></p><p>2, make it the social thing about wizards that they can re-kit when they sleep, and consider that strongly in general class balance. </p><p></p><p>3, provide plenty of ways to get magic as a non “full caster”. </p><p></p><p>4, provide all characters with a set of maneuvers, and design the combat mechanics in a way where the martial classes will naturally be better at these maneuvers. </p><p></p><p>5, tie things like jump distance, swim speed, to both a stat and proficiency bonus, so proficient users are noticeably better at them.</p><p></p><p>6, let any character use a reaction to try and interrupt the casting of a spell. Casters can do it better if they burn a spell to do it, but weapon users deal damage when they succeed while casters don’t.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7736974, member: 6704184"] Ok, let’s try to be more positive, here. So, we both want a balanced game where casters and non casters are roughly equal in overall power. I want them to be roughly equal in all pillars of the game, you (it I’ve read you right) don’t think that matters, in fact support making some good at a given pillar while others are bad at that pillar but better at another. If you’re [I]willing[/I] to see them roughly on par in all pillars, I think we can compromise and see a fun and satisfying way to a balanced game. So, here’s my rough sketch: 5e tones down spells’ power quite a lot. I’d say that the power disparity only exists in 5e at high levels, and even then it is vastly reduced compared to PF (frankly I only even see any disparity when it comes to fighters out of combat. Out of combat I’d rather have a rogue than a wizard around), but there are still issues. Point is, we can safely steal some of 5e’s fixes to spells, like making save or suck less common, and less unavoidable for the target, while making save or die MUCH less common. 2, make it the social thing about wizards that they can re-kit when they sleep, and consider that strongly in general class balance. 3, provide plenty of ways to get magic as a non “full caster”. 4, provide all characters with a set of maneuvers, and design the combat mechanics in a way where the martial classes will naturally be better at these maneuvers. 5, tie things like jump distance, swim speed, to both a stat and proficiency bonus, so proficient users are noticeably better at them. 6, let any character use a reaction to try and interrupt the casting of a spell. Casters can do it better if they burn a spell to do it, but weapon users deal damage when they succeed while casters don’t. [/QUOTE]
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