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Truly Understanding the Martials & Casters discussion (+)
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<blockquote data-quote="HammerMan" data-source="post: 8546051" data-attributes="member: 84112"><p>Okay, from my POV (and that of at least 2 player/DMs in my circle of friends one who was reading the first PHB I bought with me long long ago) the problem is that casters control major points of the game that marshals can not... when classes get made to effect such things they are just given spells (see EK and AT subclasses). </p><p></p><p>I will consider if you run 6+ encounters per day (every adventuring day) and play at 12th or less level you will find the divide small enough that some house rules and some general agreement between players can adjust it. Of course we can not aggree on WHAT house rules and agreements work enough so that is still an issue.</p><p></p><p>the issue comes up when people want to play complex characters (options on sheets... some like to dismiss this as video gamey 'button pushing') and then find that every one of those is some form of caster. SO they play 1 caster, then another... and we find that no one is playing anything but casters.</p><p></p><p>Our work arounds already have been to give martial boons trained by other 'heroes of legend' but it is hard to work on your own subsystems... or to take spell casters (especially 1/2 and 1/3 casters but sometimes bards as full casters) and pick spells and refluff them until they are martial... but that often falls flat when you still need to reference the spell.</p><p></p><p>My proposed goal is to keep the simple fighter (the same way warlock is a simpler caster) and make 1 or 2 new classes more in line with the power scope and complexity of wizards and clerics.</p></blockquote><p></p>
[QUOTE="HammerMan, post: 8546051, member: 84112"] Okay, from my POV (and that of at least 2 player/DMs in my circle of friends one who was reading the first PHB I bought with me long long ago) the problem is that casters control major points of the game that marshals can not... when classes get made to effect such things they are just given spells (see EK and AT subclasses). I will consider if you run 6+ encounters per day (every adventuring day) and play at 12th or less level you will find the divide small enough that some house rules and some general agreement between players can adjust it. Of course we can not aggree on WHAT house rules and agreements work enough so that is still an issue. the issue comes up when people want to play complex characters (options on sheets... some like to dismiss this as video gamey 'button pushing') and then find that every one of those is some form of caster. SO they play 1 caster, then another... and we find that no one is playing anything but casters. Our work arounds already have been to give martial boons trained by other 'heroes of legend' but it is hard to work on your own subsystems... or to take spell casters (especially 1/2 and 1/3 casters but sometimes bards as full casters) and pick spells and refluff them until they are martial... but that often falls flat when you still need to reference the spell. My proposed goal is to keep the simple fighter (the same way warlock is a simpler caster) and make 1 or 2 new classes more in line with the power scope and complexity of wizards and clerics. [/QUOTE]
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