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Wizard vs Fighter - the math
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<blockquote data-quote="EzekielRaiden" data-source="post: 9164905" data-attributes="member: 6790260"><p>Understood.</p><p></p><p></p><p>Well, that would be part of why I think a distinct Warlord full class is so useful. Instead of having to try to squeeze <em>both</em> a "complex Fighter" concept and a "simple Fighter" concept into the same chassis, you fork out the complexity into a distinct class so that each one can live its best life. "Fighter" then becomes a range from ultra-simple (Champion), to semi-simple (I'm given to understand Rune Knight is fairly straightforward), to semi-complex (Battle Master and Eldritch Knight). "Warlord," or "Captain" or "Commando" or whatever it ends up getting called, thus spans the higher end of things, from semi-complex (I'd put Resourceful and "Lazylord" here--basic effects, nothing fancy) to fairly intricate (Bravura with its risk-reward tradeoffs, Tactical with its tricksy nature) to ultra-complex (Sapper engineering-type, Knight-Enchanter part-wizard magical strategist). Both can have ranges, but be comfortable in a low-complexity or high-complexity focus, with the middle-pointing subclasses of each starting to blur the line a little.</p><p></p><p></p><p>The Essentials Sorcerer subclass, "Elementalist," was the first and AFAICT only <em>truly simple</em> spellcaster class. It was also one of the better subclasses to come out of Essentials.</p><p></p><p>You <em>can</em> get a truly simple spellcaster--one that makes just a few initial decisions, and then has to figure out how to get the most bang for their buck out of the sharply-limited options available. Stripping out the ability to freely choose spells is a big part of this; you have to take the good with the bad, the strong with the weak, and find the best path forward. This especially works if there's only a very small set of options to choose from (e.g. earth/air/fire/water, like the 4e Elementalist did), so there's enough design space to ensure each one is distinct and valuable for <em>something</em>, even if that something isn't always what the player wants.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9164905, member: 6790260"] Understood. Well, that would be part of why I think a distinct Warlord full class is so useful. Instead of having to try to squeeze [I]both[/I] a "complex Fighter" concept and a "simple Fighter" concept into the same chassis, you fork out the complexity into a distinct class so that each one can live its best life. "Fighter" then becomes a range from ultra-simple (Champion), to semi-simple (I'm given to understand Rune Knight is fairly straightforward), to semi-complex (Battle Master and Eldritch Knight). "Warlord," or "Captain" or "Commando" or whatever it ends up getting called, thus spans the higher end of things, from semi-complex (I'd put Resourceful and "Lazylord" here--basic effects, nothing fancy) to fairly intricate (Bravura with its risk-reward tradeoffs, Tactical with its tricksy nature) to ultra-complex (Sapper engineering-type, Knight-Enchanter part-wizard magical strategist). Both can have ranges, but be comfortable in a low-complexity or high-complexity focus, with the middle-pointing subclasses of each starting to blur the line a little. The Essentials Sorcerer subclass, "Elementalist," was the first and AFAICT only [I]truly simple[/I] spellcaster class. It was also one of the better subclasses to come out of Essentials. You [I]can[/I] get a truly simple spellcaster--one that makes just a few initial decisions, and then has to figure out how to get the most bang for their buck out of the sharply-limited options available. Stripping out the ability to freely choose spells is a big part of this; you have to take the good with the bad, the strong with the weak, and find the best path forward. This especially works if there's only a very small set of options to choose from (e.g. earth/air/fire/water, like the 4e Elementalist did), so there's enough design space to ensure each one is distinct and valuable for [I]something[/I], even if that something isn't always what the player wants. [/QUOTE]
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