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General Tabletop Discussion
*Dungeons & Dragons
[+] Ways to fix the caster / non-caster gap
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<blockquote data-quote="Tony Vargas" data-source="post: 9150832" data-attributes="member: 996"><p>New? This is a problem that has persisted for almost 48 years of D&D almost 50 year history!</p><p></p><p>Let me just review... We could close the martial/caster gap by...</p><p></p><p>Simply not having casters - pretty brutal, since that's eliminating all but maybe half-a-dozen sub-classes as PC choices, and 8 out of 12 classes, gone.</p><p></p><p>Much more reasonably, simply not having martials - you lose no classes, and 5 or 6 sub-classes. Or, to keep them available to feel superior too, retain them as NPC-only classes.</p><p></p><p>Giving martial characters powerful/limited-use superhuman abilities to equal spells. You can't cast Meteor Swarm but you can instantly kill just as many orcs in one action, using the jawbone of a [donkey] or something...</p><p></p><p>Reducing the power of casters to equal that of martials - for instance, roughly, eliminting slots entirely, leaving casters only cantrips and rituals.</p><p></p><p>Any combination of nerfing casters and buffing martials that leaves them more or less equally viable choices, while remaining meaningfully differentiated.</p><p></p><p><s>Playing a game that isn't D&D.</s></p><p></p><p></p><p>I think, clearly, the simplest, least disruptive solution is to just remove the few non-caster sub-classes as player options. Make them NPC classes like a 3.5 commoner.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 9150832, member: 996"] New? This is a problem that has persisted for almost 48 years of D&D almost 50 year history! Let me just review... We could close the martial/caster gap by... Simply not having casters - pretty brutal, since that's eliminating all but maybe half-a-dozen sub-classes as PC choices, and 8 out of 12 classes, gone. Much more reasonably, simply not having martials - you lose no classes, and 5 or 6 sub-classes. Or, to keep them available to feel superior too, retain them as NPC-only classes. Giving martial characters powerful/limited-use superhuman abilities to equal spells. You can't cast Meteor Swarm but you can instantly kill just as many orcs in one action, using the jawbone of a [donkey] or something... Reducing the power of casters to equal that of martials - for instance, roughly, eliminting slots entirely, leaving casters only cantrips and rituals. Any combination of nerfing casters and buffing martials that leaves them more or less equally viable choices, while remaining meaningfully differentiated. [S]Playing a game that isn't D&D.[/S] I think, clearly, the simplest, least disruptive solution is to just remove the few non-caster sub-classes as player options. Make them NPC classes like a 3.5 commoner. [/QUOTE]
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[+] Ways to fix the caster / non-caster gap
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