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If you feel so, why don't you play Ars Magica? Every player makes two character. One is Magi (caster) and Companion (non caster), and you have any number of Grogs (cannon fodders). Every player can play a caster, and every player must play a martial.
Well, speaking of D&D, in some battle, martials might be underpower, but on average battle, martials are better on fighting with a single big monster, assuming enough magical equipments. So it is a DM dependent problem.
However, for pure martials such as Fighters and Barbarian have less things to do during non-combat time. Casters can do many magical things, such as scrying or suggestion, during non-combat time.
https://www.amazon.co.jp/英文詳説日本史-JAPANESE-HISTORY-High-School/dp/4634591162
This is your starting point.
There aren't any specific forbidden spells, but the usable sourcebooks will be decided at session 0.
However, I'd like to limit large-scale Circle Magic to scenario-specific gimmicks. Like casting a large-scale defensive spell to defend a town, or planting (enliing) an entire village. I was thinking, couldn't we just assume that developing the Circle Magic spell requires a considerable amount of money and time...?
Why can I ban them? It is an official rule.
Vicious weapons are certainly powerful, but since they still deal B/P/S damage, it's still difficult to use them effectively without a way to evade resistance (such as Divine Smite).
Theoretically, you could create a level 1 character with 50 days of downtime and 2000 gp, but if you're willing to spend that much money and time, shouldn't you just allow it?
On the other hand, if someone were to create such powerful weapons themselves and then taunt me by saying, "DM, the enemy is too weak," I'd get furious and start an arms race too. 😉
These days software engineers are becoming unstable jobs because generative AI is about subsutitute their jobs. Jobs of software regions are becoming to focus on product/project managements, which requires job experience and native level Japanese language skills.
Graduates of electrical and electronic engineering or mechanical engineering departments are generally considered to have secure jobs.
There's a surplus of people in the biological sciences fields. If you're going to major in those fields, you'd probably be better off becoming a doctor in your own country.
Usually I say:
* No evil alignment character. No belonging to evil organizations. No worshiping evil god/goddess. No murderhobos. No in-party PvP. PCs are supposed to be heroes/heroines.
* In my campaign world, species prejudice exists. Some species such as drow or tiefling may get some social penalties from commoners.
* I allow only core rulebooks and sourcebook of the campaign world. I do not mix sourcebooks of every world (such as Spelljammer, Ravenloft and Eberron).
It's difficult because the rules for specialty priests aren't in 5e and 5.5e, but perhaps we could allow Elistraee Clerics to take performance proficiency.
Or, more generally, give Cleric 1st level the ability to take proficiency in an appropriate skill or tool depending on the god/goddess they worship.
Let's say you start as an Artificer in D&D 5.5e and then level up as a Wizard.
Since an Artificer can change their prepared spells for each Long Rest, they essentially know all of the Artificer Level 1 spells.
Some of those spells are also usable as Wizard spells, and I'd like to transfer them to the Wizard spellbook for future use, especially the ritual spells. How would that be handled according to the rules?
That's a nasty tactic often used by company executives. If you take time off work for reasons like depression, you can't return to work until the company's industrial doctor gives you the OK. On the surface, they're pretending to care about the employee's mental health, but if you can't return to work within a certain period, the company can legally fire you. So, if they keep getting the industrial doctor to say you can't return to work, they can fire you.
Though theoretically Wizard can learn 400+ spells, the number of learnable spells depends on your DM. Some DMs do not allow wizards to acquire new spells (through purchase, etc.) other than those automatically learned upon leveling up. Under such DMs, the wizard's advantage is severely diminished.
If you're aiming for a style like Enchanter Wizard, you'll definitely want metamagic like Subtle Spell.
Also, Sorcerous Burst is a very easy-to-use combat spell. There are occasionally monsters that can only be defeated by finishing them off with a spell of a specific element.
However, as everyone says, I think the Wizard is more convenient because it can do more things besides combat.
Feat: Metamagic Adept for Subtle Spell.
Subclass: Illusionist(infiltration), Enchanter(temptation, brainwashing), or Diviner(information gathering)
Spell: depends on type of spy.