Spoiler: Spellbook
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Wizard spells in book for 5e:
Knows maximum of 5 Cantrips;
4d10 max damage at +11 to hit or DC 19 save.
(01) 6 first Level spells
(02) +2 first level spells = 8 first Level spells
(03) 2 second Level spells
(04) +2 second Lv spells
(05) 2 third Level spells
(06) +2 third Level spells
(07) 2 fourth Level spells
(08) +2 fourth Level spells
(09) 2 fifth Level spells
(10) +2 fifth Level spells
(11) 2 sixth Level spells
(12) +2 sixth Level spells
(13) 2 seventh Level spells
(14) +2 seventh Level spells
(15) 2 eighth Level spells
(16) +2 eighth Level spells
(17) 2 ninth Level spells
(18) +2 ninth Level spells
(19) +2 any Level spells
(20) +2 any Level spells
So, at 20th rank Wizard, this break down to 8 spells of first level and Four spells per spell level, plus 4 extra spells (any level) in their Spellbook. Costing 2,000+ gold.
Unless the DM is nice and gives Intelligence modifier to Spellbook per level, in found spells:
9 spells per level, with 9 random spells.
Like - at least a 10,000 gold investment.
Spoiler: Ramblings
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What I'm thinking is that it's not the spell slots that upset people; as always - it's the spells themselves.
People playing Mundane Martials don't like the fact that Casters can do about the same amount of damage they do to a single foe, but to a Group of foes. Never mind that successful Saves can reduce that even more, plus having damage type Resistant and even Immune Monsters.
Also, without those AoEs - the party would quickly be overwhelmed and end in a TPK.
Spoiler: Why
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do these people hate using Magical Items to grant them access to the things they are complaining about? Fly, Invisibility, etc?
Heck, there are now lots more Half-caster Subclasses available to Martials.
Even the Barbarian has a couple Subclasses with some really cool magical Abilities, if used correctly.
Ok, sure, maybe being able to Climb the 50 foot Wall at 20th Rank, without Spider Climb, should be allowed.
But not freely moving about on the ceiling.
If they really want real-life combat simulations, especially without Magic - they should just play World War 1 & 2 and similar Military Wargames or maybe Cyberpunk - or Spymaster (etc), instead of Fantasy/D&D.
Another thing that is usually overlooked during those "Martial vs Mage" debates, is that in each situation, the Player must choose if they need to spend a
limited resource on 'insta-solving' it.
Because: Once out of Spell Slots, all Mages are very much screwed. Clerics just don't rely on magical armor to be protected, and can still hit as good as a Martial. Bards have a few things that can be done, once out of Slots, but very limited.
Originally Posted by
Great Dragon
@Morty:
Casters Being Binary is actually meant to be a real limit. Spells are not like skills.
They do one thing, and it either works, or not.
All things you listed are situations where the Player is as Challenged as the Character. Knowing how to use/do stuff without magic can be just as fun as Nuking the Hobgoblin Army.
Fighters can sac 4 (of 7) feats for Resistance, to get Proficiency in all saves. Which is a roll of 8+ on a d20.
Other Martials could also get all saves, and have one feat to spare, with vHumans having another.
(Homebrew option)
Maybe I just think in ways that don't always seem right to others?
Originally Posted by
Great Dragon
Now, I have removed Wish from the Mage's list.
Put a limit on how many Simulacrum one Mage can have.
And Genesis (now called Demiplane) is an Epic level power, that is also available to Clerics.
(Druids can do it, but most prefer to just go to the Feywild)
Literally making your own Demi-Plane isn't something that should just be readily available to every Mage.
I have other 'solutions' to Mages being OP, as well.
D&D Psionics was its own ball of WTF.
Originally Posted by
Max_Killjoy
It mistakes tedium and the
sell / no-sell arms race for game balance, and where the List of Awesome leaves a hole, it falls back on a List of Symmetrical Completeness.
I've kinda always believed that there should be more sell / no sell conditions for magic.
But, with actual reasons for why and usable rules for how they work.
5e Energy Resistance is better then 3x, and Immunity is a flat no sell to the energy type.
Sadly, I don't have anyone near me to work on figuring these things out, and doing it over the net usually doesn't work, without lots of trial and error - and most folks here have things they would rather do.
Like figure out how to better optimize their latest Broken Character idea...
Not everyone, but....
Let me see: Counting the People here, plus Tawmis, Man_Over_Game, Segev, PheonixPhyre and Grod_The_Giant.
I'd have to go though some of my old posts to find anymore.
(I'm at least trying)
While I'm a fan of D&D, I do my best to not be closed minded towards other RPGs. Including 4e D&D.
I just can't get interested in them without people to play them with.
And I can't really do more then maybe 4 games a week, without mental burnout.
Originally Posted by
OldTrees1
No problem. I was mostly highlighting that "if I reply to you, it does not imply I am contradicting you". This subthread started when you asked why people might still want more flexible martials even if you were nerfing the power of casters. So I described the desire for flexible martials in a manner that was independent of the power/flexibility of casters and also independent from the power of martials (the latter being emphasized by the comments about flexibility =/= power).
Sorry, i was stuck on comparing your answers against a caster, instead of just against other martials.
And while thinking on how to have someone do something beyond the normal limits is how spells were made, they don't work outside of /magic.
Which is not what is wanted, atm.
Originally Posted by
OldTrees1
As I said earlier, I cannot imagine mechanics for the highest level martials. My imagination has a limit. I can create mechanics for a 10th level Fighter slaughtering an army:
1) Sweeping attack: Each melee attack hits 3 squares worth of foes. Makes even more sense if your movement can happen between attacks.
2a) Volley ranged attacks: Shooting a volley of attacks, make a ranged attack at a penalty against each enemy in a 10ft radius.
2b) Larger ranged attacks: Throwing a large object, make a single ranged attack at a penalty. It targets each enemy in a 10ft radius.
This is difficult but it is flexibility, not power, that martials lack and the player want. Attempts to merely staple on magic/casting solutions (see Tome of Battle) only work for some player. So the alternative is this process of recognizing the limits of imagination and then breaking through them.
With some of the things from 3x I can imagine #1 of the above.
But, it requires expenditure of a resource most will complain about
: Feats.
It starts with
Power Attack. For 5e this would be reduce to hit by Proficiency to deal double that value in damage. (Power boost. Keep going.)
Cleave - drop one foe and attack next within 5 feet.
(Flexibility?)
Great Cleave - no limit to number of foes dropped within 5 feat.
(Power + Flexibility?)
Supreme Cleave - as Great, but also 5 foot move, and continue Cleaving until missing or failing to drop a foe.
(Flexibility?)
Trail of Blood - Cleaving attacks up to full movement speed, so long as dropping foes.
(Power + Flexibility?)
So, Q (1) would keeping these as
feats in 5e be enough to achieve some of the higher level flexibility for martials? That way both fighters and Barbarians have equal access.
Or Q (2) would those be better as things that are added to the base features of one class?
Most likely Barbarian.
I believe that (1) is closer to the goal.
#2 is what the Ranger's
Hail of Thorns spell does.
Limited to only one class, and therefore not wanted.
#2b can be pushing Believably - even in a Fantasy Game.
A Halfling even with a 20 str should't be able to pick up a 10' diameter two ton rock and throw it 100 feet. (without serious magic!!)
um, still sympathizing with both authors and sad players.....
Originally Posted by
OldTrees1
Struck by a thought. Have to write it somewhere:
A way to make a flexible martials without limited resources / spellcasting:
Start with a variety of basic endeavors: Attack, Movement, ..., ..., etc
I suggest having the number of endeavors per turn and out of turn increase with level.
Have a chapter of alterations: Knockback, Power Attack, ..., etc
Alterations are not feats, you get access to all the ones you satisfy the unlock requirement for. No feats needed here.
Each option in the chapter of alterations will have:
[1] An unlock requirement. For example Knockback might require Str 15, or Athletics Proficiency, or a Paraglider, or ..., etc
[2] A requirement of the endeavor it will modify. For example Knockback would require the endeavor contacts the target of the knockback
[3] A complexity cost. This prevents you from apply every compatible alteration each time you use an endeavor. Complexity ranges from 0 to some positive number. Negative complexity costs do not exist.
[4] An effect (duh) which might scale or even trigger another endeavor. Knockback might have distance scale off of an Athletics check, or maybe it kicks off a Pushing endeavor to determine the distance.
Each time the character uses an endeavor (and that can be multiple times per turn or out of turn) they can modify it with alterations up to some complexity cap (which increases with level).
So you have martials whose flexibility scales with: (content created, complexity cap (mostly direct level scaling), and achieving unlock thresholds (indirect level scaling)).
So you could have someone use this system to do things like:
[A] Hit a boulder for fast travel
[5] Give an ally cover as a reaction
and many more
I've noticed that Extra Actions are kinda hard outside Legendary Actions.
I can see Bonus and Reaction options being added, though. (Unless you meant completely rewriting the game Mechanics?)
(1) Ok.
(2)Bonus Action: Knockback:
Opposed Str check or
Str Save? (DC 8 + Proficiency + Str mod)
(3) complexity could be either Proficiency times per round (so not limited to just BA/RA) or perhaps on some other Ability - like Con?
(4) maybe knockback is opposed Str with the loser being shoved the difference between the Scores?
(5) Either as a Reaction with Protector Style?
or sacrifice your Bonus Action next round?
(A) Uses BA and move, but triples normal jumping distance in combat? O-C maybe double hourly travel rates for Con mod hours?
Originally Posted by
OldTrees1
As for imagination. I am mostly describing the kind of imagination limit. Other than understanding the limit, I don't have tips on how to expand that imagination. Although simply following this thread has helped me expand it slightly. I really was underestimating the flexibility movement speed (combined with additional actions mid move).
Einstein said that Imagination is more important than Knowledge.
But IMO/E Knowledge is the foundation of Imagination.
Knowledge tells what is already possible,
Imagination reaches for new limits.
Originally Posted by
OldTrees1
The 3rd edition feats were an improvement from earlier versions. They let the martials gain at-will access to a limited number of combat tricks. Turns out the limitation of feats did not map well for growing flexibility with level. I attempt to address this below by having the alterations have unlock requirements rather than costing feats.
Yes you could increase 5E martial flexibility by combining a bunch of 3rd edition feats and class features as a 5E feat. For example look at the War Hulk prestige class and turn that into a feat named War Hulk which gives access to Sweeping attacks and Large ranged attacks. Sometimes expanding the flexibility will require making your own content / feats / class features.
Or yes, maybe adding more features to the base classes / subclasses would be a good idea. Avoid increasing the vertical power of the class too much (some is okay) because it is the horizontal power that is desired.
There are things that 3x D&D had that don't convert to 5e very well.
Making the
War Hulk a feat could be neat, but in order to prevent too much O.P needs a limit. Maybe treats thrown objects as being proficient, but with maybe a 25/50 foot range?
Can use Extra Attack, but not Two-weapon Fighting or Multi-attack?
You could change Hail of Thorns from a Ranger spell into a basic combat option at 6th+ or 11th+ level. Use an accuracy penalty to rebalance.
I would most likely do so at 11th level, mostly to not overshadow the Ranger's coolness too early.
Fair, maybe it is not a 2 ton boulder. Just a large object. If 20 strength can lift it then it probably hurts several goblins. Maybe it even skids across the ground like a comet.
Let me see (5e) 20 Str times 15 = 300 pound rock. Um, how big would that be?
Like maybe a 3 foot diameter rock? Figure being able to throw that 10 feet with no problem, and maybe up to 20 feet at disadvantage? A Medium sized creature could throw that 15/30.
A Large creature could maybe throw that 20/50?
Since this is the general RPG area I was spitballing new mechanics.
This kind of system would be more aimed at if someone was authoring a new edition of an RPG.
Without some idea of the mechanics they would be using for the engine, I'll stick with what I (mostly) know.
You have good ideas. I expect you could make your own list of alterations.
Wow! Thanks!!!
5) I was thinking of using a reaction to hit an object between your ally and the attack.
So the Hold Person spell fails because it hits the object instead.
Well, for 5e, I could see doing that giving Advantage to the Save....
Other RPGs might allow negation.
To convert to 5E D&D maybe:
1) Replace Extra Attack with an Extra Endeavor per turn.
2) Let all martials do an Endeavor as a reaction. (Different martials get access to different ones as reactions?)
3) Complexity limit per Endeavor is equal to their Proficiency
4) Have Attack, Move, Push, ... as some base Endeavors
5) Push would move a target further with a higher success. Additionally it could be used on objects.
6) Rebalance these.
7) Some alterations
(1) I'd rather make it where Endeavors could be added to each attack, but maybe limited number of uses per round - see #3. Martials (other than Rogues) don't really get a lot of things to use BAs/RAs on. I'm not sure, though. Some of these I could see being used more than once a round, with each successful hit - like the Conditions that a Monk imposes on a hit. At no Ki cost.
(2) Same problem as (1).
(3) This is a good limit.
Maybe a Feat (11th level requirement) that adds either Dex or Cha to that limit for higher levels?
(4) Push/Toss, Drag/Move, Slide.
(5) Foes can try to oppose? Objects have a weight limit?
(6) Playtesting stage
(7) Most likely; more than once.
Knockback [Attack or Push][Complexity 3]:
- Unlock: Str 16 or Athletics proficiency.
- Requirement: The endeavor hits a target.
- Effect: Make a Push endeavor against the same target at half your Complexity max.
Perhaps a Str Save DC 8 + Proficiency + Str modifier. Target moved back half maximum speed?
Sweeping [Attack or Push][Complexity 4]:
- Unlock: Str 20, Large Size, or Athletics expertise.
- Requirement: The endeavor hits a target.
- Effect: The endeavor hits all targets in 3 continuous squares in reach.
Expertise locks this into Rogue (or Bard, but only Swords and Valor might be able to do it).
I'd suggest: Large Size
or 20 Str plus 13 Dex and proficient in Athletics.
Roll separately for each target; with Disadvantage after first target?
Mighty Push [Attack or Push][Complexity 1]:
- Unlock: Str 16, Athletics proficiency.
- Requirement: The endeavor moves a target.
- Effect: Take a -5 penalty on the endeavor. Double the movement.
- This can be applied multiple times.
Yes, Bonus Action to allow movement by user to keep pace with target.
Opposed Str (Athletics) check with target pushed Double the difference in feet each time.
Launch [Push][Complexity 2]:
- Unlock: Str 18, Large Size, or Athletics proficiency.
- Requirement: The endeavor moves a target.
- Effect: Halve the distance the target moves. Instead it also is thrown upwards that high.
- This can be applied multiple times.
Requires Bonus Attack to initiate, must hit target, opposed Str (athletics) check?
Up the Walls [Movement][Complexity 3]:
- Unlock: Dex 18, 40ft Speed, or Acrobatics expertise.
- Requirement: The movement is adjacent to a wall.
- Effect: You run up the wall. You gain 5ft of altitude per 10ft you move.
Requires Bonus Attack to initiate? Would still allow movement, and attacking foes on ceiling (if within range) as part of their Actions on their Turn.
Originally Posted by
Great Dragon
3e Birthright tried to do the "from start to finish" Domain Management, but very few people really got into it. I didn't really play Birthright, but I heard there was a lot of backstabbing and unfriendly PvP that happened. Like the worst of Game of Thrones and Intrigue based "The Americans" plus Gangbusters.
Originally Posted by
Great Dragon
Some more Random thoughts:
I just remembered some things that could also cut some Multiclassing Mages down from their perch.
Again, going back to older Editions of D&D.
It was specifically stated that Mages were not allowed to cast spells while wearing Armor (Also, taking away the spell failure percentages) and this limitation applied even when Multiclassing.
Sure, it means the Soradin is less spiffy, but also means that the Fighter/Wizard (Diviner) isn't walking around in Adamantine Full Plate.
I also don't let Regular shield and Shield spell bonuses stack. Kills that +10 to AC (even if only for that round at 17th level) that very few Class/Subclasses can match. This also makes Players think harder about their options.
*****
Next, spell slots don't stack, and only apply to their own class.
Which kills the Coffeelock (Warlock spell slots cannot be converted into Sorcerer points), and stops the "never ending" Smite Palalock.
It also prevents Multiclassing Mages to Upcast otherwise low power spells into more powerful slots. Shows a true benefit to dedicated casters.
*****
Now, you might be thinking:
"But, that doesn't stop the Monk/Mage from being OP."
But, I offer the following:
Splitting those two classes means that the PC is most likely MAD, and the Player isn't getting the full benefits of either class, and anyone remaining focused on only one of those classes is going to be lots better at doing that class, then the Multiclassed PC.
*****
Yes, I know this is just reducing the vertical Power level of some Multiclassing Mages.
I'm still working on increasing the horizontal for Martials.
Mostly, I find that the various Summons (which are the most common) are basically the Caster adding a few Mooks into the combat. A warrior at anything over 5th level that is properly equipped can deal with even 8 wolves (giant wolf Spiders are a little harder, but only if they hit, and the warrior fails their Con save and is then attacking with Disadvantage) attacking them.
And even being able to bring in a CR 10 Devil with Infernal Calling (costing the Mage their only 9th level slot) isn't much of a threat to most CR 17+ Challenges. Plus, said Devil is hostile to the Mage and allies; and the mage losing Concentration frees the Devil to do whatever it wants for three minutes….
Clerics burning a 7th level slot for a CR 5 Celestial (Unicorn), is really pathetic, IMO.
But, like stated above, even the CR 10 Deva wouldn't really make too much difference
Originally Posted by
Great Dragon
'm not arguing that Mages don't have power, but I'm saying that having that power causes problems that make it difficult for them. Everyone with any kind of Status (money or political position) is going to bother the Mage/s for everything from "Solving a small problem" to making custom magical items (that burn Downtime). Even if the Mage manages to get an escape Mechanism in place, there are ways to counter that, or force them to use it while being pursued (putting a trap or Ambush at the "safe" location, if known)
Being Famous is a double sided blade (and affects all classes differently) or at least should be.
Really, Casters other than Clerics try to avoid being too well known. It's why the Hermit Mage/Druid is a trope.