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General Tabletop Discussion
*Dungeons & Dragons
The core issue of the martial/caster gap is just the fundamental design of d20 fantasy casters.
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<blockquote data-quote="Neonchameleon" data-source="post: 9163862" data-attributes="member: 87792"><p>This is a critique that is <em>sometimes</em> accurate. What broke the wizard sideways in 3.X wasn't the actual individual spells, but the loose leaf ring binder full of low level utility spells that generally cost less to upkeep than the fighter would spend replacing their sword and armour with better stuff. Good adventuring day analyses include following the recommended rest cycles and listing the entire loadout, and the notorious 3.5 Class Tier List was based on a multiple encounter obstacle course for level 13 characters (relationships between classes changing as you level).</p><p></p><p>In 3.5 the gong didn't exist - and a Scroll of Knock was 150 GP. You could get 15 of them for the cost of a +1 shortsword. How many locks do you really run into that need opening and can't be crowbarred?</p><p></p><p>In 5e Knock is less overwhelmingly better than picking the lock - but there's less niche protection for the skills. Just about everyone has a Dex of 14 or even 16 (it's too much of a god stat) and at least one or two of those characters are going to get a Thieves' Tools proficiency from their background even if they don't get Expertise. You don't need a rogue for the easy locks.</p><p></p><p>And this is the other side of the problem. There's now nothing that a rogue is needed to do; the Ranger's way better at stealth (Pass Without Trace desperately needs a nerf in OneD&D), others can open locks, and others can do damage. Meanwhile the Rogue is never going to learn to fly under their own power or clear out a room in a single fireball.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9163862, member: 87792"] This is a critique that is [I]sometimes[/I] accurate. What broke the wizard sideways in 3.X wasn't the actual individual spells, but the loose leaf ring binder full of low level utility spells that generally cost less to upkeep than the fighter would spend replacing their sword and armour with better stuff. Good adventuring day analyses include following the recommended rest cycles and listing the entire loadout, and the notorious 3.5 Class Tier List was based on a multiple encounter obstacle course for level 13 characters (relationships between classes changing as you level). In 3.5 the gong didn't exist - and a Scroll of Knock was 150 GP. You could get 15 of them for the cost of a +1 shortsword. How many locks do you really run into that need opening and can't be crowbarred? In 5e Knock is less overwhelmingly better than picking the lock - but there's less niche protection for the skills. Just about everyone has a Dex of 14 or even 16 (it's too much of a god stat) and at least one or two of those characters are going to get a Thieves' Tools proficiency from their background even if they don't get Expertise. You don't need a rogue for the easy locks. And this is the other side of the problem. There's now nothing that a rogue is needed to do; the Ranger's way better at stealth (Pass Without Trace desperately needs a nerf in OneD&D), others can open locks, and others can do damage. Meanwhile the Rogue is never going to learn to fly under their own power or clear out a room in a single fireball. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
The core issue of the martial/caster gap is just the fundamental design of d20 fantasy casters.
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