D&D 5E The Magical Martial

CreamCloud0

One day, I hope to actually play DnD.
I'm generally on board with the idea that we could add some subclasses for things like this. There's parallels that get close to these ideas, but sometimes it's just nice noting it on your character sheet and making it your schtick and that's all well and good.

But, I don't think the Fighter or Rogue need to be limited to subclasses like this. Which I think is a little in line with where the OP was going - that martial characters can be magical, too.

And judging by the current Fighter subclass distribution, we have four "martial magicals" (arcane archer, eldritch knight, psi warrior, rune knight) and five "nonmagical martials" (battle master, cavalier, champion, banneret, samurai). So at least speaking officially, the idea that WotC is not on board with either of these camps probably says more about the viewer's biases than it does about WotC's own priorities.
i don't think anyone is saying that martials need be limited to the non-magic archetypes, it's just frustrating that any '''martial''' worth it's salt seems to be reliant on some form of magic or other supernatural empowerment as the crutch to justify why it's actually reaching those levels of power/utility and the martial-martials are left picking up scraps of what's possible.

like, having your martial be forced to be dependant on magic to be strong/useful can undermine alot the themes people pick a martial character for in the first place.
 

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Minigiant

Legend
Supporter
i don't think anyone is saying that martials need be limited to the non-magic archetypes, it's just frustrating that any '''martial''' worth it's salt seems to be reliant on some form of magic or other supernatural empowerment as the crutch to justify why it's actually reaching those levels of power/utility and the martial-martials are left picking up scraps of what's possible.

like, having your martial be forced to be dependant on magic to be strong/useful can undermine alot the themes people pick a martial character for in the first place.
The funny thing is I don't know if the high supernatural martial is as powerful as portrayed.

Everyday the Daggerheart community whines about the Rogue in that game casting spells.

Pathfinder 2e is planning 2 more martial classes that mimic the high fantasy martials on 4e when it as a game was born out of rejection of it.

And every other new long media D&D content creator has made something about the overabundance of magic and supernatural aspects on the player side.

And let's not talk about the D&D community that doesn't play 5e

So to me it feels like a lot of the community has convinced themselves that they want caster martials because of WOTC's high profit slow schedule and the Kickstarter economy,'s reliance on flash and some bargain for a supernatural martial as a compromise.

When secretly a ton of people want to play the warrior poets, suave fencers, brawling detectives, cool gunslingers, secret agents, urban vigilantes, noble brutes, the game doesn't support well once mechanics start mattering.
 

CreamCloud0

One day, I hope to actually play DnD.
So to me it feels like a lot of the community has convinced themselves that they want caster martials because of WOTC's high profit slow schedule and the Kickstarter economy,'s reliance on flash and some bargain for a supernatural martial as a compromise.

When secretly a ton of people want to play the warrior poets, suave fencers, brawling detectives, cool gunslingers, secret agents, urban vigilantes, noble brutes, the game doesn't support well once mechanics start mattering.
Has it been a secret unrecognised opinion that people want to play those latter archtypes though? I’ve always felt it’s been quite prominent an opinion at least while I’ve been around, it’s just like you say though, the mechanics didn’t support them well.
 


ECMO3

Legend
When secretly a ton of people want to play the warrior poets, suave fencers, brawling detectives, cool gunslingers, secret agents, urban vigilantes, noble brutes, the game doesn't support well once mechanics start mattering.


I think the game supports all of these well, there are even subclasses designed specifically around some of these themes.
 

Okay, I don't really see "here is the fighter and rogue, but better" to be useful classes to add to the game.
The problem is the guys who want to be a town guard/guy at gym have laid claim to the non-casters. Every time there's a caster vs. non-caster debate they proudly proclaim how much they don't care if they're weaker, so what's one more class that is stronger than their champion? At this point, picking the potato class is their choice.
 

Minigiant

Legend
Supporter
Has it been a secret unrecognised opinion that people want to play those latter archtypes though? I’ve always felt it’s been quite prominent an opinion at least while I’ve been around, it’s just like you say though, the mechanics didn’t support them well.
It's no secret.

Fans know the game doesn't support these archetypes.
These archetypes require new classes.
WOTC aren't making new classes.
3PPs are not incentivize to make "not flashy" classes and mostly make flashy or over the top stuff
 

Chaosmancer

Legend
Has it been a secret unrecognised opinion that people want to play those latter archtypes though? I’ve always felt it’s been quite prominent an opinion at least while I’ve been around, it’s just like you say though, the mechanics didn’t support them well.
^This

See, the thing is, the low levels are generally not a problem. They still are to a degree, casters still cause issues, but the scope of the challenges is smaller so it is easier to skirt the edges.

But, I will once again point out something I find highly notable about the situation.

DMs ban goodberry. DMs ban revivify. DMs ban or circumvent Speak with Dead. DMs ban Leomund's Tiny Hut. DMs ban or circumvent Wall of Force or Forcecage or Wish or Clone or Simulacrum or or or or...

But what base class feature of the Fighter ever gets banned? The rogue has some discussion of the intersection of expertise and Reliable Talent, making skill checks not worth rolling, but very rarely does this get into "ban for the sake of my game" territory.

Now, I'm not saying I want Fighters or Rogues or Barbarians or Rangers or Paladins to have these sorts of game-breaking effects... But I think there is clear room for growth and improvement. It shouldn't be that the only things these classes are good at are hitting single target enemies and dealing damage. It shouldn't be that the Detective archetype is completely blown away by someone who can speak with the soul of the victim, or ask the housecat what happened. The Secret Spy shouldn't be better built as a mage who uses teleportation/disguise self/invisibility/etherealness/ect

But as long as one set of people can do the impossible, and the other can only do what is possible... the imbalance is obvious. And while it is nice to say that a Grizzled Detective might be able to do seven really neat possible things and that means he is better than the person who can only do one impossible thing... magic isn't one thing. Every full spellcaster eventually has access to a dozen impossible abilities. You can't even the scale by increasing the breadth of the martial. Especially when DnD and archetypes themselves are about specialists. IF your detective is a worse detective, but a better pugilist, piano player, and doctor... well he isn't fulfilling the archetype of a detective.

But, there is a second problem, and that is... where do we put these new powers? Rangers and Paladins get spells, so they are fine. Barbarians are getting some fun new toys, as are rogues. I think Rogues are likely in a pretty decent spot overall. But... I don't think we can add the power directly to the classes. Feats won't work without adding more feats to the classes. New subclasses will just have the same problem that the Clockwork Sorcerer, Abberrant Mind, Hexblade, and all the other "subclass fixes" have had in the past.

Which is why I looked to the skill system. It is under-developed, fits the idea that the martial is SKILLED and that is the source of them doing the impossible, and requires much less bloat to implement.
 

Chaosmancer

Legend
The problem is the guys who want to be a town guard/guy at gym have laid claim to the non-casters. Every time there's a caster vs. non-caster debate they proudly proclaim how much they don't care if they're weaker, so what's one more class that is stronger than their champion? At this point, picking the potato class is their choice.

Just because someone else thinks they have laid claim to the class, doesn't mean I have to accept it.
 

ECMO3

Legend
like, having your martial be forced to be dependant on magic to be strong/useful can undermine alot the themes people pick a martial character for in the first place.

What do you consider "magic"? Are battlemaster maneuvers like Bait and Switch, Menacing Attack, Rally and Goading Attack "magic"? How about Stunning Strike, Cunning Action, Purity of Body or Barbarian Rage? Does using a Magic Weapon count as magic?

How about being able to withstand jumping off of a 100 foot tall building, walking away from that and having no injury at all after sitting down for a nice meal?

IF you consider these kinds of unrealistic physics defying feats to be "magic" then I think you have a point, but it is going to be hard to build a fantasy RPG where those kinds of things don't exist.
 
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