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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="squibbles" data-source="post: 8302594" data-attributes="member: 6937590"><p>Yeah, it's a bit of a conundrum.</p><p></p><p>To feel awesome, fighter-types need to be awesome at fighting, and, to feel awesome, magic-types need to feel awesome at magic.</p><p></p><p>BUT magic is a bigger tent than fighting. And, really, the big tent that is magic contains the small tent that is fighting... So you can't really feel awesome at magic if you are heinously suckass at fighting.</p><p></p><p>AND if everyone is awesome at fighting, but magic-types are awesome at other things, magic-types are just better.</p><p></p><p>There aren't any great fixes to this that make intuitive sense. You get pushback like "how can a warlord shout somebody's arm back on?" if you give fighter-types the ability to do things too far outside the fighting tent, and you undermine their fighter-type-ness if you give them spells.</p><p></p><p>Tentatively, I think the best way out of this is for fighter-types to get better magic items than magic-types do, which also allow them to do things that are normally in the magic tent. For example: that +1 greatsword for the barbarian might also detect lies and provide an at will 30' jump--now the barbarian is good at the social and exploration pillars--where, by comparison, the wizard just gets a +1 wand of meh, or a headband of 'doing that thing which wizards do already but now slightly more of it'. Obviously, this is something that needs a conscientious DM to make it work correctly (and/or publications that are written by someone with sense). Maybe magic items could, in general, offer more versatility than power, since magic-types have versatility for days and fighter-types do not.</p></blockquote><p></p>
[QUOTE="squibbles, post: 8302594, member: 6937590"] Yeah, it's a bit of a conundrum. To feel awesome, fighter-types need to be awesome at fighting, and, to feel awesome, magic-types need to feel awesome at magic. BUT magic is a bigger tent than fighting. And, really, the big tent that is magic contains the small tent that is fighting... So you can't really feel awesome at magic if you are heinously suckass at fighting. AND if everyone is awesome at fighting, but magic-types are awesome at other things, magic-types are just better. There aren't any great fixes to this that make intuitive sense. You get pushback like "how can a warlord shout somebody's arm back on?" if you give fighter-types the ability to do things too far outside the fighting tent, and you undermine their fighter-type-ness if you give them spells. Tentatively, I think the best way out of this is for fighter-types to get better magic items than magic-types do, which also allow them to do things that are normally in the magic tent. For example: that +1 greatsword for the barbarian might also detect lies and provide an at will 30' jump--now the barbarian is good at the social and exploration pillars--where, by comparison, the wizard just gets a +1 wand of meh, or a headband of 'doing that thing which wizards do already but now slightly more of it'. Obviously, this is something that needs a conscientious DM to make it work correctly (and/or publications that are written by someone with sense). Maybe magic items could, in general, offer more versatility than power, since magic-types have versatility for days and fighter-types do not. [/QUOTE]
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