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TeccamTheTurtle's avatar

Really good article!

However, I'm surprised there are little mentions to the warlock, as it is seen by the optimization community as the DPR baseline or "warlock baseline", as presented by Treantmonk here https://www.youtube.com/watch?v=zg0bAl1WPGQ .

Essentially, you calculate the dpr of a warlock casting hex + eldritch blast (with agonizing blast), applying the chance to hit and assuming the warlock will increase their charisma every ASI (so that they have a constant 60-65% chance to hit a generic enemy of the appropriate CR) and you obtain the baseline damage any character should do. The warlock does this with a no-brain effort, so any build that falls below this baseline without doing anything else of value is suboptimal

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Nyadnar17's avatar

Probably should have dropped my comments here instead of spamming your twitter.

In my playtest the easiest way to balance Martial vs Caster discrepancy is

* Shorten short rest to 5mins. (You mentioned this before and my playtest agree with you)

* Give all Fighters and Barbarians access to battle master style maneuvers(been using LaserLlama's alternative class series to test this)

* Make Ranger a prepared caster class and buff their spell list.

* Dump GWM and Sharpshooter. Replace it with a general game feature that you can subtract your proficiency bonus from the attack roll to add double that to the damage roll.

* Bonus feat a level 1 and every four character levels.

Does that fix everything? No. Monk and Rouge are still the odd mans out as they don't use spells and if there is a way to shove maneuvers into their base class I haven't seen it yet. But I think its the right track. Martials need a shared power system like casters have so roles are separated from classes and power can be added organically to martials over time. A shared system also allows players to choose how much complexity they want to deal with, instead of having that choice made for them the instant they pick a class.

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