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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="Neonchameleon" data-source="post: 8307811" data-attributes="member: 87792"><p>I think this comes under the heading of us not agreeing what the game as a whole means <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I mostly agree with this. They are <em>far </em>too tied to their 3.X mechanics. Which is weird because no one liked them in 3.X and their niche as a spontaneous caster is much much smaller with the rework of spell prep in 5e.</p><p></p><p>The big ones you miss are the two DM side things. How easy monster creation was mechanically (rather than doing something like averaging offensive and defensive CR) and how easy encounter balance was </p><p></p><p>The battle master is an attack spammer who needs to worry about pacing themselves (and has the silly "pick the maneuvers that weren't good enough at third level at seventh" where I think we're on the same page). What I want are fighters that interact more with the game state and are only effective at certain things at certain times. The reason Tide of Iron was a superb fighter power was that it (and any other push power) brought hazardous parts of the environment into play by e.g. pushing monsters into their own pit traps and dock thugs off the wharf. </p><p></p><p>The reason Sweeping Blow and Rain of Steel were superb was that they did damage to everyone around you, taking a normally pretty terrible state (being surrounded) and turning it into one where you were a badass - but still surrounded so still at serious risk of going down. (And unlike the seemingly similar 3.X Whirlwind Attack they did it without needing to go all-in by burning five feats to get there and with a minimum requirement in two stats that weren't your attack stat - and you couldn't spam them).</p><p></p><p>Being tactical involves reacting to and responding to the unfolding situation and using it to your advantage. The battlemaster's flowchart is only slightly more complex than the champion's. And yes the battlemaster does have a push; it, perversely (like the Essentials wizard cantrip I can't recall the name of) is made less tactical by being too <em>big</em>. There's less challenge to it.</p><p></p><p>Thanks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8307811, member: 87792"] I think this comes under the heading of us not agreeing what the game as a whole means ;) I mostly agree with this. They are [I]far [/I]too tied to their 3.X mechanics. Which is weird because no one liked them in 3.X and their niche as a spontaneous caster is much much smaller with the rework of spell prep in 5e. The big ones you miss are the two DM side things. How easy monster creation was mechanically (rather than doing something like averaging offensive and defensive CR) and how easy encounter balance was The battle master is an attack spammer who needs to worry about pacing themselves (and has the silly "pick the maneuvers that weren't good enough at third level at seventh" where I think we're on the same page). What I want are fighters that interact more with the game state and are only effective at certain things at certain times. The reason Tide of Iron was a superb fighter power was that it (and any other push power) brought hazardous parts of the environment into play by e.g. pushing monsters into their own pit traps and dock thugs off the wharf. The reason Sweeping Blow and Rain of Steel were superb was that they did damage to everyone around you, taking a normally pretty terrible state (being surrounded) and turning it into one where you were a badass - but still surrounded so still at serious risk of going down. (And unlike the seemingly similar 3.X Whirlwind Attack they did it without needing to go all-in by burning five feats to get there and with a minimum requirement in two stats that weren't your attack stat - and you couldn't spam them). Being tactical involves reacting to and responding to the unfolding situation and using it to your advantage. The battlemaster's flowchart is only slightly more complex than the champion's. And yes the battlemaster does have a push; it, perversely (like the Essentials wizard cantrip I can't recall the name of) is made less tactical by being too [I]big[/I]. There's less challenge to it. Thanks :) [/QUOTE]
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