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[+] Ways to fix the caster / non-caster gap
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<blockquote data-quote="James Gasik" data-source="post: 9155525" data-attributes="member: 6877472"><p>Simply put, the Fighter class is designed with one goal in mind. Go in, hit stuff, deal damage, survive. At this it's very good, I don't think it ever falls behind in this respect. If there is a flaw in the Fighter's ability to, well, Fight, it's in the fact that there's not a lot of options, and it's not very flashy- it gets the job done.</p><p></p><p>But there's a lot more to the game than just combat, and what the Fighter is given for these situations is notably less than other classes. The real sticking point being the spellcasters, who are given a great deal of leeway with their abilities.</p><p></p><p>Where the Fighter is relatively grounded, not doing much that really pushes the game into superheroics, classes (and subclasses) with a deliberately supernatural bent are allowed to do pretty much whatever.</p><p></p><p>For example, ask yourself how a Fighter deals with situations vs. how, say, a Wizard deals with situations.</p><p></p><p>-fight a foe resistant to non-magical weapons. The Fighter deals half damage until they find the right weapon. The Wizard just uses a cantrip or a spell.</p><p></p><p>-fight a foe with regeneration that requires the application of fire damage. The Fighter gives up an attack to use a torch as an improvised weapon. The Wizard just uses a cantrip or a spell.</p><p></p><p>-fight a foe who is out of reach or flies. The Fighter switches to a bow or a thrown weapon, potentially losing some effectiveness. The Wizard just uses a cantrip or a spell. If it's really an issue, they might levitate or fly.</p><p></p><p>-fight a foe who can grapple you. The Fighter uses an ability check to escape. The Wizard might have to do the same (at which point, ouch), but they theoretically could also use Misty Step.</p><p></p><p>-fight a foe who delivers a dangerous status effect if it hits you. The Fighter can Dodge, not doing anything. Or they can switch to a shield, if they don't already use one, lowering their damage output. Or they can use a Feat for a small defensive bonus, like Defensive Duelist. The Wizard might have to do something similar, or perhaps they cast Shield or Silvery Barbs.</p><p></p><p>-fortify a small town to repel bandits. The Fighter will use ability checks. The Wizard can do the same, or maybe they can cast Fabricate to turn the townsfolk's farming implements into actual weapons.</p><p></p><p>-fight many weaker foes at once. The Fighter does the same thing they always do, just attack as often as they can. The Wizard can cast any number of different spells such as web, stinking cloud, ice storm, fireball...</p><p></p><p>Now obviously, you can't expect the Wizard to always have these answers- they are limited by what spells they have prepared, and whether or not they have the resources to expend. But even in a scenario where they can't use their magic, they generally have the same options to deal with problems as the fighter, though possibly slightly less effective (most Wizards can't attack more than once a turn, though some can, and when Fighters get extra attacks, they do get a bit more damage with their at-will cantrips).</p><p></p><p>And if there's ever a chance for a day without encounters, there's always the possibility that the Wizard can use their spell slots for a whole host of narrative advantages, like fortifying their base with Guards and Wards, making money with Fabricate, gathering information with divination spells- the possibilities are almost limitless.</p><p></p><p>The Fighter can only do what any other character can do in these situations- make ability checks. Or go look for a fighting arena or something.</p><p></p><p>Now some DM's do take steps to limit the potential of casters. Or make sure everyone gets equal screen time. And they might not often have these issues. But others, especially in the higher levels of play, start to notice that the Fighter is mostly bereft of options for no real reason other than "that's not what Fighters do".</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9155525, member: 6877472"] Simply put, the Fighter class is designed with one goal in mind. Go in, hit stuff, deal damage, survive. At this it's very good, I don't think it ever falls behind in this respect. If there is a flaw in the Fighter's ability to, well, Fight, it's in the fact that there's not a lot of options, and it's not very flashy- it gets the job done. But there's a lot more to the game than just combat, and what the Fighter is given for these situations is notably less than other classes. The real sticking point being the spellcasters, who are given a great deal of leeway with their abilities. Where the Fighter is relatively grounded, not doing much that really pushes the game into superheroics, classes (and subclasses) with a deliberately supernatural bent are allowed to do pretty much whatever. For example, ask yourself how a Fighter deals with situations vs. how, say, a Wizard deals with situations. -fight a foe resistant to non-magical weapons. The Fighter deals half damage until they find the right weapon. The Wizard just uses a cantrip or a spell. -fight a foe with regeneration that requires the application of fire damage. The Fighter gives up an attack to use a torch as an improvised weapon. The Wizard just uses a cantrip or a spell. -fight a foe who is out of reach or flies. The Fighter switches to a bow or a thrown weapon, potentially losing some effectiveness. The Wizard just uses a cantrip or a spell. If it's really an issue, they might levitate or fly. -fight a foe who can grapple you. The Fighter uses an ability check to escape. The Wizard might have to do the same (at which point, ouch), but they theoretically could also use Misty Step. -fight a foe who delivers a dangerous status effect if it hits you. The Fighter can Dodge, not doing anything. Or they can switch to a shield, if they don't already use one, lowering their damage output. Or they can use a Feat for a small defensive bonus, like Defensive Duelist. The Wizard might have to do something similar, or perhaps they cast Shield or Silvery Barbs. -fortify a small town to repel bandits. The Fighter will use ability checks. The Wizard can do the same, or maybe they can cast Fabricate to turn the townsfolk's farming implements into actual weapons. -fight many weaker foes at once. The Fighter does the same thing they always do, just attack as often as they can. The Wizard can cast any number of different spells such as web, stinking cloud, ice storm, fireball... Now obviously, you can't expect the Wizard to always have these answers- they are limited by what spells they have prepared, and whether or not they have the resources to expend. But even in a scenario where they can't use their magic, they generally have the same options to deal with problems as the fighter, though possibly slightly less effective (most Wizards can't attack more than once a turn, though some can, and when Fighters get extra attacks, they do get a bit more damage with their at-will cantrips). And if there's ever a chance for a day without encounters, there's always the possibility that the Wizard can use their spell slots for a whole host of narrative advantages, like fortifying their base with Guards and Wards, making money with Fabricate, gathering information with divination spells- the possibilities are almost limitless. The Fighter can only do what any other character can do in these situations- make ability checks. Or go look for a fighting arena or something. Now some DM's do take steps to limit the potential of casters. Or make sure everyone gets equal screen time. And they might not often have these issues. But others, especially in the higher levels of play, start to notice that the Fighter is mostly bereft of options for no real reason other than "that's not what Fighters do". [/QUOTE]
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