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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="Undrave" data-source="post: 8306416" data-attributes="member: 7015698"><p>The problem is that you don't get to be a Battlemaster all the time, you're only a Battlemaster SOME of the time. To say nothing of the fact that your Battlemaster is basically nothing outside of combat. You get an Artisan's Tool proficiency (OOOOH! Nice flavor but pretty useless 99% of the time becaus it have almost no problem solving ability) and you get Know your Enemy, only really gives you information related to combat. It took them YEARS to give us maneuvers in Tasha's that can do stuff outside of battle... which goes back to being a Batlemaster less than 2 minutes in a day. </p><p></p><p>An Illusionist is an Illusionist all day long all the time. The Battlemaster is only that part time and only during combat. </p><p></p><p></p><p>Protection and Interception are a little more complex because they compete (badly, I might add) with your opportunity attacks, sure, but Great Weapon Fighting is totally static, even if you pick up the dice again. It's not like you AREN'T going to reroll those 1's. The condition is met, you get the thing. It's that simple, there's no decision point in Great Weapon Fighting. </p><p></p><p>Most fighting styles are like that: once a condition is met, you get the bonus and the condition are usually pretty simple: use this weapon loadout, wea this armor, or someone triggers condition X for you to use your Reaction. There's no tradeoff when using a fighting style. Same with the Champion's crit range. You just GET it whenever you throw a d20.</p><p></p><p>Fighting styles and maneuvers can't be upcasted. You don't have to anticipate the type of enemies you'll face every day before you prepare your loadout like you can with spells. At worse, you can just change weapon on the fly. If you prepared too many spells that target the same saving throw and you only encounter enemies who get a good save of that type you're gonna have a bad day. Same with damage types. You also have to think about your utility spells, and for Druids and Clerics you have to think about which ones you could cast as rituals! Do you need ALL the healing spells or just a few? </p><p></p><p>That's way WAY WAY more decision points and trade off to consider on a consistent basis. "Do I use my Second Wind now or wait a turn?" is nothing compared to that.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8306416, member: 7015698"] The problem is that you don't get to be a Battlemaster all the time, you're only a Battlemaster SOME of the time. To say nothing of the fact that your Battlemaster is basically nothing outside of combat. You get an Artisan's Tool proficiency (OOOOH! Nice flavor but pretty useless 99% of the time becaus it have almost no problem solving ability) and you get Know your Enemy, only really gives you information related to combat. It took them YEARS to give us maneuvers in Tasha's that can do stuff outside of battle... which goes back to being a Batlemaster less than 2 minutes in a day. An Illusionist is an Illusionist all day long all the time. The Battlemaster is only that part time and only during combat. Protection and Interception are a little more complex because they compete (badly, I might add) with your opportunity attacks, sure, but Great Weapon Fighting is totally static, even if you pick up the dice again. It's not like you AREN'T going to reroll those 1's. The condition is met, you get the thing. It's that simple, there's no decision point in Great Weapon Fighting. Most fighting styles are like that: once a condition is met, you get the bonus and the condition are usually pretty simple: use this weapon loadout, wea this armor, or someone triggers condition X for you to use your Reaction. There's no tradeoff when using a fighting style. Same with the Champion's crit range. You just GET it whenever you throw a d20. Fighting styles and maneuvers can't be upcasted. You don't have to anticipate the type of enemies you'll face every day before you prepare your loadout like you can with spells. At worse, you can just change weapon on the fly. If you prepared too many spells that target the same saving throw and you only encounter enemies who get a good save of that type you're gonna have a bad day. Same with damage types. You also have to think about your utility spells, and for Druids and Clerics you have to think about which ones you could cast as rituals! Do you need ALL the healing spells or just a few? That's way WAY WAY more decision points and trade off to consider on a consistent basis. "Do I use my Second Wind now or wait a turn?" is nothing compared to that. [/QUOTE]
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Spellcasters and Balance in 5e: A Poll
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