Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
[+] Ways to fix the caster / non-caster gap
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 9139610" data-attributes="member: 2067"><p>Eliminate the idea of classes and "non-magical" characters. Then, put character options into adventure rewards.</p><p></p><p>Everyone is magical. Everyone wields magic. Everyone is an "adventurer" or a "hero," and their abilities differ primarily in aesthetics. Everyone can heal like a cleric, because everyone can cast <em>cure wounds </em>roughly 3/day. Everyone can call down meteors, either with magic learned from arcane tomes, or this rod that makes me the Sky King, or a sword that slices a hole in the heavens. </p><p></p><p>So why does everyone not always have the most powerful abilities?</p><p></p><p>Because character options are not part of your class. You don't get to build your character in a vacuum. You have to choose your powers from amongst those granted by an adventure that you complete.</p><p></p><p>So, anyone can cast <em>cure wounds </em>roughly 3/day. Because the ability to do that lies, say, in getting a blessing from the Goddess of Healing. And anyone who cleanses the abandoned temple of undead could get that ability. Not just "clerics," but anyone who wants to do the Goddess of Healing a solid.</p><p></p><p>And that's not all. Maybe the same adventure lets you uncover a necromantic ritual that encases you in heavy bone. It's heavy armor. You don't get that because you're a fighter, you get that because you found it in an adventure, and any member of your party can have it.</p><p></p><p>Maybe the adventure also contains a sacred blade that deals extra radiant damage (it's a radiant sneak attack, and you get it through your quest, not through being a rogue or picking the right subclass).</p><p></p><p>And a scroll that you could learn the <em>ray of sickness</em> spell from. Anyone can learn it. It's just lying in the big bad's treasure hoard.</p><p></p><p>And now you have four items for a team of four that covers some common archetypes. But as you go on more adventures, you can mix and match based on what your characters are like. Maybe the one in heavy bone also picks up the ability to infuriate people into an incoherent rage from an adventure featuring the fey, and they're putting together a solid provocation build with a high AC. Maybe whoever casts <em>ray of sickness </em>now picks up a healing ability later. </p><p></p><p>So it's not Wizards Get Teleport. It's The Party Gets Teleport, and anyone the party thinks makes sense gets to use it. And it's not "justify how this warrior can only use their purely physical ability three times before they're too exhausted," it's "the magical sword lets you do this special move three times and then it can't because it's magic."</p><p></p><p>You wanna be the purely physical barbarian? Focus on magic that enhances your life force and your big blows. Wanna be Batman? Great, focus on magic that enhances stealth, intimidation, and your ability to tie people up. </p><p></p><p>And as a DM, you control the subtlety of your world. Want things relatively grounded? You never have to give out the wand that summons angels. You can keep it entirely in "cool bike tricks" land. </p><p></p><p>And because everyone is playing one class that can use everything, no one will look at the difference and grumble about it being unfair. You can respec between adventures easily. Try out different builds without trying out different characters. </p><p></p><p>Keep Backgrounds, so someone who wants to be a thief or a warrior still has some grounding and initial equipment in the right area. And, of course, feats and ASI's will affect what build someone might want to do, what items they might want to use. </p><p></p><p>But one effective way to get people to stop going over class features with a fine tooth comb grousing about power levels is to put the difference in the <em>playing</em> of the game, rather than the building of a character. And then to accept that D&D is (out of the box anyway) about magical people in a magical world doing magical things. Lean into it.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9139610, member: 2067"] Eliminate the idea of classes and "non-magical" characters. Then, put character options into adventure rewards. Everyone is magical. Everyone wields magic. Everyone is an "adventurer" or a "hero," and their abilities differ primarily in aesthetics. Everyone can heal like a cleric, because everyone can cast [I]cure wounds [/I]roughly 3/day. Everyone can call down meteors, either with magic learned from arcane tomes, or this rod that makes me the Sky King, or a sword that slices a hole in the heavens. So why does everyone not always have the most powerful abilities? Because character options are not part of your class. You don't get to build your character in a vacuum. You have to choose your powers from amongst those granted by an adventure that you complete. So, anyone can cast [I]cure wounds [/I]roughly 3/day. Because the ability to do that lies, say, in getting a blessing from the Goddess of Healing. And anyone who cleanses the abandoned temple of undead could get that ability. Not just "clerics," but anyone who wants to do the Goddess of Healing a solid. And that's not all. Maybe the same adventure lets you uncover a necromantic ritual that encases you in heavy bone. It's heavy armor. You don't get that because you're a fighter, you get that because you found it in an adventure, and any member of your party can have it. Maybe the adventure also contains a sacred blade that deals extra radiant damage (it's a radiant sneak attack, and you get it through your quest, not through being a rogue or picking the right subclass). And a scroll that you could learn the [I]ray of sickness[/I] spell from. Anyone can learn it. It's just lying in the big bad's treasure hoard. And now you have four items for a team of four that covers some common archetypes. But as you go on more adventures, you can mix and match based on what your characters are like. Maybe the one in heavy bone also picks up the ability to infuriate people into an incoherent rage from an adventure featuring the fey, and they're putting together a solid provocation build with a high AC. Maybe whoever casts [I]ray of sickness [/I]now picks up a healing ability later. So it's not Wizards Get Teleport. It's The Party Gets Teleport, and anyone the party thinks makes sense gets to use it. And it's not "justify how this warrior can only use their purely physical ability three times before they're too exhausted," it's "the magical sword lets you do this special move three times and then it can't because it's magic." You wanna be the purely physical barbarian? Focus on magic that enhances your life force and your big blows. Wanna be Batman? Great, focus on magic that enhances stealth, intimidation, and your ability to tie people up. And as a DM, you control the subtlety of your world. Want things relatively grounded? You never have to give out the wand that summons angels. You can keep it entirely in "cool bike tricks" land. And because everyone is playing one class that can use everything, no one will look at the difference and grumble about it being unfair. You can respec between adventures easily. Try out different builds without trying out different characters. Keep Backgrounds, so someone who wants to be a thief or a warrior still has some grounding and initial equipment in the right area. And, of course, feats and ASI's will affect what build someone might want to do, what items they might want to use. But one effective way to get people to stop going over class features with a fine tooth comb grousing about power levels is to put the difference in the [I]playing[/I] of the game, rather than the building of a character. And then to accept that D&D is (out of the box anyway) about magical people in a magical world doing magical things. Lean into it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[+] Ways to fix the caster / non-caster gap
Top