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[+] Ways to fix the caster / non-caster gap
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<blockquote data-quote="James Gasik" data-source="post: 9141860" data-attributes="member: 6877472"><p>Eh? <a href="https://www.d20srd.org/srd/feats.htm#weaponSpecialization" target="_blank">3.X Fighters lost Weapon Specialization?</a> What's this then?</p><p></p><p>You might say that's not a great Feat, but we don't even have this as an option in 5e unless you exclusively use a one handed weapon. Let alone the ability to upgrade it with Greater Weapon Focus and Greater Weapon Specialization later.</p><p></p><p>And yes, I didn't say the 3.X Fighter was good. I said it had several things that the 5e Fighter lacks. As to why a 3.X caster would support a Fighter, that's because it's more efficient.</p><p></p><p>I mean seriously, for all the talk about "CoDzilla", it takes a lot of action economy to layer buffs on yourself to become all powerful. Many buffs that could be put on the Fighter who could immediately use them! That there were good self-buffs at the time certainly helped cause the problem (and the misuse of Divine Metamagic), but the last 3.5 character I played was a Cleric who used DMM+Persist...to lay down buffs for the entire team. This left me basically using Reserve Feats for the rest of the day, but we were far more effective as a group than a single CoDzilla could be, and there was no need for any prep time. </p><p></p><p>But hey, I don't feel the need to argue that point- and I won't, since it's not relevant to the greater point I'm making here. Fighters have less than they once did. Most of what Wizards got was Quality of Life choices, and their ability to actually help support other party members effectively. Which isn't a nerf to them, but to everyone else!</p><p></p><p>The Fighter got a lot less in the transition. There is no longer any real dedicated design space to making them the master of a weapon. Everyone can use the same weapons the Fighter does (and if they can't, getting the ability is trivial). The same for armor. Everyone attacks the same as the Fighter.</p><p></p><p>The Fighter gets 2 bonus ASI's, has a lot less Feats to work with (if he or she even has Feats to work with), a badly scaling self heal, an extra attack routine (which again, is really just a patch for not being able to get Haste), and a laughable reroll of a failed save as a high level feature. Sure, you get 2 more attacks, starting at level 11, and that's not nothing, but it's not something they <em>gained</em>. For everything Fighters gained in 5e, they lost something, even if that thing wasn't strictly bolted onto their class chassis.</p><p></p><p>But what about Weapon Masteries? Big deal, that's not a Fighter buff. That's a buff for anyone who happens to be a weapon using class.</p><p></p><p>In conclusion, caster's didn't really gain very much of note, if you really get down to it. But they gained more than they lost, and you can't say the same for all the non-magic classes.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9141860, member: 6877472"] Eh? [URL='https://www.d20srd.org/srd/feats.htm#weaponSpecialization']3.X Fighters lost Weapon Specialization?[/URL] What's this then? You might say that's not a great Feat, but we don't even have this as an option in 5e unless you exclusively use a one handed weapon. Let alone the ability to upgrade it with Greater Weapon Focus and Greater Weapon Specialization later. And yes, I didn't say the 3.X Fighter was good. I said it had several things that the 5e Fighter lacks. As to why a 3.X caster would support a Fighter, that's because it's more efficient. I mean seriously, for all the talk about "CoDzilla", it takes a lot of action economy to layer buffs on yourself to become all powerful. Many buffs that could be put on the Fighter who could immediately use them! That there were good self-buffs at the time certainly helped cause the problem (and the misuse of Divine Metamagic), but the last 3.5 character I played was a Cleric who used DMM+Persist...to lay down buffs for the entire team. This left me basically using Reserve Feats for the rest of the day, but we were far more effective as a group than a single CoDzilla could be, and there was no need for any prep time. But hey, I don't feel the need to argue that point- and I won't, since it's not relevant to the greater point I'm making here. Fighters have less than they once did. Most of what Wizards got was Quality of Life choices, and their ability to actually help support other party members effectively. Which isn't a nerf to them, but to everyone else! The Fighter got a lot less in the transition. There is no longer any real dedicated design space to making them the master of a weapon. Everyone can use the same weapons the Fighter does (and if they can't, getting the ability is trivial). The same for armor. Everyone attacks the same as the Fighter. The Fighter gets 2 bonus ASI's, has a lot less Feats to work with (if he or she even has Feats to work with), a badly scaling self heal, an extra attack routine (which again, is really just a patch for not being able to get Haste), and a laughable reroll of a failed save as a high level feature. Sure, you get 2 more attacks, starting at level 11, and that's not nothing, but it's not something they [I]gained[/I]. For everything Fighters gained in 5e, they lost something, even if that thing wasn't strictly bolted onto their class chassis. But what about Weapon Masteries? Big deal, that's not a Fighter buff. That's a buff for anyone who happens to be a weapon using class. In conclusion, caster's didn't really gain very much of note, if you really get down to it. But they gained more than they lost, and you can't say the same for all the non-magic classes. [/QUOTE]
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