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General Tabletop Discussion
*Dungeons & Dragons
What martial options would make those characters feel equal to casters?
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<blockquote data-quote="Voadam" data-source="post: 8279392" data-attributes="member: 2209"><p>Two different pools of inequity here.</p><p></p><p>Combat options and out of combat utility.</p><p></p><p>In combat martial abilities generally hit things, increase being tough/defensive, and occasionally give some movement options. Casters have magical options for hitting things (singular targets or areas, targeting various defenses), being defensive, moving, and doing other stuff. As D&D has evolved it has added a few things to the martial pool of abilities, such as evasion and uncanny dodge for rogues in 3e on and free disengagement in 5e, and fighters being able to self heal and action surge.</p><p></p><p>Out of combat martials have skills. Casters have skills and magic that does other stuff. Rogues and bards and rangers have more skills and do them better, and bards have things like inspiration in addition to spells to do stuff.</p><p></p><p>4e did a good job of balancing classes and having neat options for martials. To add to 5e stealing things from 4e martials would be a good start. Warlord is particularly rich in mechanical non magical inspiration morale type buffs and options that could be added to 5e. A lot of them are very straightforward.</p><p></p><p><a href="https://www.drivethrurpg.com/product/25985/Iron-Heroes-Revised?affiliate_id=17596" target="_blank">Iron Heroes</a> was a 3e D20 era variant system where mythic non magical martials were the focus with complex mechanics and options and a ton of different classes. It would be a decent place to look for more options, though the point accumulation and expenditure system it uses (different for each class) is very fiddly.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8279392, member: 2209"] Two different pools of inequity here. Combat options and out of combat utility. In combat martial abilities generally hit things, increase being tough/defensive, and occasionally give some movement options. Casters have magical options for hitting things (singular targets or areas, targeting various defenses), being defensive, moving, and doing other stuff. As D&D has evolved it has added a few things to the martial pool of abilities, such as evasion and uncanny dodge for rogues in 3e on and free disengagement in 5e, and fighters being able to self heal and action surge. Out of combat martials have skills. Casters have skills and magic that does other stuff. Rogues and bards and rangers have more skills and do them better, and bards have things like inspiration in addition to spells to do stuff. 4e did a good job of balancing classes and having neat options for martials. To add to 5e stealing things from 4e martials would be a good start. Warlord is particularly rich in mechanical non magical inspiration morale type buffs and options that could be added to 5e. A lot of them are very straightforward. [URL='https://www.drivethrurpg.com/product/25985/Iron-Heroes-Revised?affiliate_id=17596']Iron Heroes[/URL] was a 3e D20 era variant system where mythic non magical martials were the focus with complex mechanics and options and a ton of different classes. It would be a decent place to look for more options, though the point accumulation and expenditure system it uses (different for each class) is very fiddly. [/QUOTE]
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Community
General Tabletop Discussion
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What martial options would make those characters feel equal to casters?
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