Maxperson
Morkus from Orkus
One adventuring day for a 1st level group is 300xp. That gets him to 2nd level. 600 more is the second adventuring day, which gets him to 3rd level. Those DMs are slowing you down, which is fine, but it's not what the game expects.My experience with 5e reflects neither of these. Not even close, in fact. The only games I've been in that reached at least 4th level within the first 10 sessions were the ones that started above 4th level. I've never, ever, seen a game where you reach 2nd level within the first four sessions.
People talk a lot about a lot of supposed "virtues" of 5e that I've literally never seen myself. But of course I'm supposed to be happy about this, since this is the DM being empowered, right? This is the DM deviating from the rules whenever and however they like, because that's axiomatically better for the game no matter what, right?
And I'm saying that it isn't a problem at levels 1 and 2. PC's just aren't very good in general at those levels.I explicitly said 1st and 2nd level for a reason. You're saying subclass is supposed to fix this problem. Subclasses don't exist for Fighters or Rogues prior to 3rd level, meaning you're specifically giving (most) casters a benefit that Fighters and Rogues don't get. It doesn't matter if those levels are supposed to be fast, or skipped over, or whatever. It's still shortchanging the Fighter, yet again.
Issue with it or not, it's the design WotC went with. They decided to spread the base 1st level abilities over 3 levels to prevent multi-class level dipping from granting too much.But I have other reasons for absolutely hating the "1st level is actually 3rd level" problem, that would derail the thread if I discussed them here. Suffice it to say, I find this argument not just not compelling, but anti-compelling; it makes me oppose your position more than I did before.
That's exactly my point! Spellcasters cannot shine in all three spheres on a daily basis. To gain utility, they give up combat ability and go with cantrips. If they want to shine in combat, they aren't shining anywhere else unless it's dealing with a skill that they have proficiency in.It's really really not, though, when you compare it to a Battle Master's 2-3 maneuvers per combat (6 combats; start of day plus two short rests gives 3*5=15 superiority dice, 15/6 = 2.5). Unless you're really, really bad at using combat spells, I just flat do not buy that a spell is worth less than 2.5 maneuvers. And if you're spending more spells on the combat, clearly you thought that was more worth you while than the non-combat stuff! It's not like the BM (or any Fighter) can just get to decide "hey, I need a little more combat oomph today, I'll just borrow from my non-combat pool this time." And if you aren't? Then your combat contributions were already good enough as-is, and you get 3 extra goodies to play with which the Fighter cannot even in principle compare to.