Swordpriest

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All,

I know there are countless threads across the web about converting the Pathfinder Magus into a 5e equivalent, and a lot of us are very well aware of the numerous discussions on how adding in something like that could "break" or "disrupt" the mechanics of ability-economies of other classes.

However, I've been wondering, how could we actually create something other than the 5e Fighter's EK, while still maintaining game balance, and still bring in two primary themes:

Part 1: The ability to convert a touch spell into a melee attack
Part 2: The ability to cast both cantrips and spells and make melee attacks (multiple if possible without augmentation like haste/action surge/and other non-class specific buffs).

For Part 1:
The ability to cast a touch spell and convert the delivery of the spell into a melee attack with the damage from the spell as part of the attack (whether it be part of the Action/Bonus/Reaction/etc), what is known in Pathfinder as "Spellstrike".

For Part 2:
The ability to make both a single spell attack (cantrip/spell) while also getting the opportunity to make melee attacks (multiple if possible) without the need of augmentation. By augmentation, I'm including things like Haste, Action Surge, and other buffs or spells that give an attack. HOWEVER, I am "NOT" including things like EXTRA Attack (This is primarily, for this part, what I want to discuss).

Question 1:
What I would like to know is how would that hinder the overall gameplay with other players of varying classes? Or would this be seen as a nice perk but not really damaging to the overall game?

Question 2:
What's the consequence of giving somebody the class perk of being able to, per round, Cast once a Cantrip/Spell and also allow them to attack, potentially, multiple times without the benefits of augmentation (as stated above) from spells and abilities? I want to know how damaging to either the game or the group it would be to have a player have the standard ability to cast a cantrip/spell and attack, and if they have Extra Attack from their class, still allow them to make that extra attack!

Question 2 Example:
Our character is Bob, for the sake of this example let's imagine he's part of this pseudo-class we're discussing. Depending at what level Bob gets the ability to both cast and attack as well as what level Bob gets the ability to make multiple attacks, how does that hurt/hinder or even break the game or make it a show stealer from other players?

Potential Work-Around:
Weapon Based Approach: What if the class was item specific? IE, what if the class was bound to a singular item but the player created it based around basic concepts. Much like a the classic psionic concept of generating their own weapon. But in this case, this class "Made" an actual weapon that grew with them as they leveled into this class exclusively. By making the Weapon itself the reason for the benefit and perks, and allowing the weapon to grow over the course of 20 levels, could that offset some of the impact that Part 1 and Part 2 create?

Potential Work-Around Example:
If our character Bob started off at level 1 they could choose a single simple or martial weapon to be their weapon of choice, and for the sake of argument the weapon would also count as an attuned item. As they level up the weapon grants them these perks of being able to cast and do multiple attacks in a single round continuously.

Overall, I liked the community's advice on understanding the impact of each of these topics. I look forward to discussing further. Thank you very much for your input and thoughts.