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Truly Understanding the Martials & Casters discussion (+)
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<blockquote data-quote="TheSword" data-source="post: 8546985" data-attributes="member: 6879661"><p>I think one of the reasons The martial-caster divide is lessening is that martials now are all capable of having powers, that let them do fantastic things a number of times per day. It’s just rolled into the spellcasting for Eldritch Knight, Arcane Trickster, Paladin or Ranger. Multiclass spell casting has never been easier so a half caster or 2:3 caster is more than possible (rather than the 1:3 caster).</p><p></p><p>It means if you want to play a warrior who can fly under their own steam you can. They aren’t going to be able to teleport, but that’s where specialization comes in.</p><p></p><p>What people seem to be wanting, is powers that do similar things to spells, without the limitations. That are as powerful at high levels as high level magic, without the sacrifices wizards make. It’s just seems to be wanting your cake and eating it.</p><p></p><ul> <li data-xf-list-type="ul">Simple pure non-magical fighter, play a Battlemaster</li> <li data-xf-list-type="ul">Little bit of magic, play an Eldritch Knight.</li> <li data-xf-list-type="ul">Hybrid, play an Eldritch Knight with a few levels of wizard or sorcerer</li> <li data-xf-list-type="ul">High level magic, play a bladesinger or wizard/sorcerer with the right stats and weapon and armour proficiency.</li> </ul><p></p><p>Essentially you can play a super hero character that can fly, empower their weapons, turn invisible, and see invisible creatures with 5e rules as they stand now. The rules are in truth extremely flexible. More flexible than they have ever been.</p><p></p><p>What they won’t do is create a new type of magic. Just for martials. In essence the problem has already been solved.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8546985, member: 6879661"] I think one of the reasons The martial-caster divide is lessening is that martials now are all capable of having powers, that let them do fantastic things a number of times per day. It’s just rolled into the spellcasting for Eldritch Knight, Arcane Trickster, Paladin or Ranger. Multiclass spell casting has never been easier so a half caster or 2:3 caster is more than possible (rather than the 1:3 caster). It means if you want to play a warrior who can fly under their own steam you can. They aren’t going to be able to teleport, but that’s where specialization comes in. What people seem to be wanting, is powers that do similar things to spells, without the limitations. That are as powerful at high levels as high level magic, without the sacrifices wizards make. It’s just seems to be wanting your cake and eating it. [LIST] [*]Simple pure non-magical fighter, play a Battlemaster [*]Little bit of magic, play an Eldritch Knight. [*]Hybrid, play an Eldritch Knight with a few levels of wizard or sorcerer [*]High level magic, play a bladesinger or wizard/sorcerer with the right stats and weapon and armour proficiency. [/LIST] Essentially you can play a super hero character that can fly, empower their weapons, turn invisible, and see invisible creatures with 5e rules as they stand now. The rules are in truth extremely flexible. More flexible than they have ever been. What they won’t do is create a new type of magic. Just for martials. In essence the problem has already been solved. [/QUOTE]
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