Character Creation Part 2: The Adventure Begins – Are Casters really less prepared?
As we discussed in our last article, martials are from session 0 woefully underprepared for the non-combat elements of the game. This appears to be justified in the game design, as a core part of the game’s ludonarrative is the idea that casters are apparently comparatively underprepared for combat and the world of adventuring in comparison to the martials. Casters are portrayed in terms of starting options as being generally less likely to be physically prepared to take a hit and less aware of how to handle themselves in combat, and it is actually true that they are more poorly equipped.
The question though is whether or not the differences are actually statistically significant especially when we consider that casters get far more options to make up for their insufficiencies than martials. In other words, do the casters have significant drawbacks/trade-offs to their vast array of options that balances them out to martials?
The most important and obvious way the game does this is through the class-based “hit die” system. The way this works is that the game is structured so that your class decides how many hit points you have, your rate of hit point gain and your ability to regain hit points over a short rest in order to keep pushing forward through a tough adventuring day without any outside help.
In our experience, the myth that casters are generally physically weaker or “squishier” than martials comes from the tendency to compare the extremes without looking at the actual layout of the classes as a whole. When a person compares a Wizard to a Barbarian it is easy to get the sense that spellcasters are generally “squishy” and martials are generally much sturdier. The problem is this ignores that the vast majority of classes are actually all super clumped together and that statistical differences are actually quite slight in practice.
The fact is the majority of the classes, including the majority of casters and half the martials, share the exact same hit die, a d8. Combine this with the fact that a caster is more likely to only need a singular stat and you get a rather high possibility that the majority of casters will be on average tied with the martials in terms of hit points and, even if not, probably only trailing them by 1 or 2 points. Using standard array and assuming everyone takes the Quick Build advice to put CON as high as possible after accounting for their main stats and DEX we can assume everyone has either a +1 or +2 to CON at lvl 1 which we can use to get the following average HP.
Here is the Hit Die layout and average lvl 1 Hit Points:
| Class | Hit Die | Average HP* |
| Artificer (INT half-caster) | d8 | 9-10 |
| Barbarian (STR Martial) | d12 | 13-14 |
| Bard (CHA Caster) | d8 | 9-10 |
| Cleric (WIS Caster) | d8 | 9-10 |
| Druid (WIS Caster) | d8 | 9-10 |
| Fighter (STR/DEX Martial) | d10 | 11-12 |
| Monk (DEX+WIS Martial) | d8 | 9 |
| Paladin (STR+CHA half-caster) | d10 | 11 |
| Ranger (DEX+WIS half-caster) | d10 | 11 |
| Rogue (DEX Martial) | d8 | 9-10 |
| Sorcerer (CHA Caster) | d6 | 7-8 |
| Warlock (CHA caster) | d8 | 9-10 |
| Wizard (INT Caster) | d6 | 7-8 |
This means that when we actually account for all casters the average Caster HP at lvl 1 actually stands at around 9.5 in comparison to a Martial average of about 11. Take into account the fact that your average CR ¼ monster is dealing about 4-5 damage per round and the physically weaker half of the martials are only capable of taking the same number of hits as the casters and the stronger ones are only capable of taking one or two more hits before they have to burn one of their core resources.
This wouldn’t be so bad if it weren’t for the fact that we could rely on the fact that the Martials will be hit more. Once again, people look to the extreme ends of the spectrum with spellcasters and assume that martials are harder to hit. As you probably noticed, if you’ve ever looked at the armour proficiencies, there is no class who has proficiency in medium or heavy armour but lacks proficiency in shields. It should also be noted that there is no downside to having a shield as a caster, provided you have at least one free hand you can handle the somatic components of your spells. In fact, thanks to most of the game’s best weapons being two-handed this means that the Fighter and Barbarian are more incentivized to not carry a shield than the casters. This means not carrying a shield is usually a roleplay choice on the part of a large portion of casters. While wizards, sorcerers and to a lesser extent bards and warlocks absolutely are at a disadvantage in terms of trade-offs (we’ll elaborate in later articles) for starting AC, the majority of the casting classes (5 out of 9) effectively are not. That being said, DEX is a secondary stat for all of these casters, meaning under standard array they almost definitely have either a +2 or +1. While starting equipment is never the best equipment the character can use, we can produce an estimated AC for each class based on this assumption and starting equipment. With those assumptions in mind the real starting AC range is as follows:
| Class | Armour Proficiency | Starting Equipment | Min AC | Max AC |
| Artificer (INT-caster) | Light, Medium +Shields | Scalemail | 15 | 16 |
| Barbarian (STR+CON Martial) | Light, Medium + Shields | None | 13 | 13 |
| Bard (CHA Caster) | Light | Leather | 12 | 13 |
| Cleric (WIS Caster) | Light, Medium + Shields | Scalemail + Shield | 15 (No Shield) | 18 |
| Druid (WIS Caster) | Light, Medium + Shields (No Metal) | Leather + Shield | 12 (No shield) | 15 |
| Fighter (STR/DEX Martial) | All Armour + Shields | Leather or Chain Mail + Shield | 12 | 19 |
| Monk (DEX+WIS Martial) | None | None | 14 | 14 |
| Paladin (STR+CHA Half-caster) | All Armour + Shields | Chain Mail + Shield | 16 | 18 |
| Ranger (DEX+WIS Half-caster) | Light, Medium + Shields | Scalemail or Leather | 13 | 16 |
| Rogue (DEX Martial) | Light | Leather | 13 | 13 |
| Sorcerer (CHA Caster) | None | None | 11 | 12 |
| Warlock (CHA Caster) | Light | Leather | 12 | 13 |
| Wizard (INT Caster) | None | None | 11 | 12 |
This leaves an average caster AC of about 14 (13.88) and a martial AC of about 14 as well (13.75). It is also worth noting that the only martial artist who can top the rounded Caster average of 14 is the Fighter with Monk barely meeting it and Rogue and Barbarian both falling below average.
Why Does It Matter?: The Roleplay Factor
This might not seem that bad, after all, why should the caster be a walking house of cards so that the martials can feel extra beefy? We see two main issues. The first problem is that it severely damages roleplay. While the disparities between the martials make sense out of context, for the d8 martials, the Monk and the Rogue, there is a huge roleplay issue when we account for the fact that their hp is likely to be identical to or potentially lower than the majority of the casters.
This may be fairly subjective, but for me it is easy to believe the usually unarmoured and agility-focused martial artist and the self-taught hardened criminal are slightly weaker than the knight or the raging man of the wilds. It is somewhat harder for me to believe that the average priest and traveling artist are as good (sometimes better!) at taking a hit than a martial artist or hardened street thug. This is especially true for the Monk who has two stats they need to prioritize before constitution meaning they very easily may wind up with fewer hit points than the Bard or Cleric.
This especially impacts the Monk who, unlike the Rogue, has no feasible ranged option offered to them by the main rules. Their low HP massively undermines their believability as being the close-quarters combat specialists of the party as very many of the monsters the party will be facing even at lvl 1 will be more than capable of one-shotting them. Two minutes on any DnD meme page is all anyone needs to see the effect this has had on how seriously monks are taken at the table. The wizard may have the fewest hit points but the fact that the Monk is the one that actually has to walk up to the orc’s face means they are almost always the party member who will be knocked unconscious the most. Less “zen martial arts master”, more impulsive friend who starts fights they can’t win and always needs to be carried home…
The Problem in Context: The Combat Factor
The second issue is how it makes the martial-caster combat divide begin at level 1. Whilst our previous article tackled how Martials are shafted in the social and explorational elements of the game, the hit die and AC differences show how they tend to suffer in combat as well right from the get go.
As our example (spoilers for those who have not played the D&D 5e starter set), let’s use the first fight from Lost Mine of Phandelver. This module is far from perfect and has had some complaints about its difficulty but it is generally well-received and by far the most common official startpoint being the module the designers personally designed for new players so it forms a good basis for our baseline assumptions.
For simplicity’s sake, let’s use the hypothetical party we made in our first article consisting of a standard array Druid, Bard, Rogue and Barbarian. Being new to the game none of them feel the need to tinker with their starting equipment or mess with their quick build recommendations. This gives us the following starting HP and AC values for our adventurers:
| Class | Starting HP | Starting AC |
| Dru Berrymore (Druid) | 9 | 15 |
| Tenacious B (Bard) | 9 | 13 |
| Gymli (Barbarian) | 14 | 13 |
| Jon (Rogue) | 9 | 13 |
Now, this may not seem so bad. After all, isn’t it good if the party is more or less balanced? In order to recognize the significance of this, it’s important to note that actual play and on paper numbers are entirely different. 13 AC on a Bard is entirely more beneficial to a Bard than 13 AC on a Barbarian. The best defense in D&D 5e is simply to not be a target, which not only the Bard but also the Druid, who has the highest AC in the party, have the option of doing. Like most casters they will likely try to keep distance between themselves and the frontline, close enough to assist the frontline but far enough to be flexible and avoid attacks. Having ranged spells also reinforce this behaviour as there is no intrinsic incentive to not do so.
The Barbarian, however, is a melee frontliner meaning that they are usually as likely to be attacked as the Fighter and Paladin, only with a far higher likelihood of actually being struck. Given the relative frailty of 1st-level adventurers, even the mighty Barbarian will likely go down as a result of this. And that’s not even to mention the true squish of the party: the Rogue!
Let’s run through the scenario, our 4 adventurers: Dru Berrymore the Elven Druid, Tenacious B the Fairy Bard, Gymli the Dwarf Barbarian and Jon the Tabaxi Cat Burglar are waylaid by a Goblin ambush on their way to deliver supplies to the frontier settlement of Phandalin.
They get lucky, despite having no combat experience, with a +4 bonus to his perception check Dru was able to detect the goblin ambush with minimal luck. Because they were detected by Dru, all combatants roll initiative as normal. Gymli, since he is the only one with less than a +2 to his DEX, he will most likely wind up second last (after all the Goblins, Tenacious B and Dru Berrymore, but beats 1 goblin)… which he did. Despite being the resident melee combat specialist, Gymli’s battle reflexes seem to lag behind Dru and Tenacious B’s both in detecting and responding to ambushes.
Nevertheless, the party trusts Gymli to hold the line, Tenacious B and Dru retreat to safe positions from which to gradually chip away at the Goblins and John hides in the cart to snipe from the shadows. Two of the goblins descend on the cart and flank Gymli while 1 stays ranged with his shortbow. Just Gymli’s luck, this table uses the incredibly popular flanking house-rule granting the goblins advantage on their attack. It is worth noting that even if Gymli were a Fighter with a 19 AC, the probability of not being hit with the goblins making 2 attacks at advantage would not be on his side, because his AC is low however odds are both Goblins will hit him (~71%). Because Gymli has not had his turn yet he is not yet raging and thus has to take all 10 damage on the chin. Seeing that he is wounded, the 3rd Goblin finishes him off from a distance with the shortbow.
This leaves Tenacious B with a choice, use their spell slot to try and kill the Goblins engaging the party in melee with a casting of the Thunderwave spell or use Healing Word to revive Gymli so that he can actually have his turn. If it goes anything like how when I first played this adventure, Gymli himself will be the one to suggest the former because “I’m just gonna immediately get knocked down again anyways”
Is ONED&D Fixing The Problem?
Surprisingly, ONED&D’s Playtest 7 did happen to contain one of the ideas we have for fixing the Barbarian starting AC problem which was granting a shield as part of the starting equipment. This is really about all that we can say has been addressed in terms of Hit Die and AC unfortunately even leaving the Monk, the class who was most under-supported, completely unchanged in this regard with only a minor damage boost at level 1. Now, we aren’t frowning at damage boosts. As we’ll get into, damage is also one way in which the martials are disadvantaged but we believe it is only one element of the problem that eats up way too much of people’s attention and the recent playtests only reinforce this belief. Now UA8 has buffed Monk considerably but the hit die and AC remain unchanged, the main tanking boost being that they now have many options for self-healing and damage reduction. Fighter has received a change to Second Wind that turns it into an ability that has multiple uses with more as they level but they simultaneously receive abilities that force them to dig into their resource pool for healing in order to get support on skill checks. Rogue also received nothing to boost their sturdiness but this is the martial we would argue least needed to be survivable in melee.
What is Our Solution?
Our solution is likely going to be controversial, but we believe the roleplay idiosyncrasies cannot be ironed out without nerfing casters. Every martial class has to be comprehensively overhauled with the realities of the frontline in mind but we do for now have a few band-aids that can help alleviate the problems at level 1.
- Barbarians should be granted a shield in their starting equipment and at level 2, “Danger Sense” should be boosted to grant advantage on initiative to ensure that they have a chance to activate their rage to make up for their low AC.
- Monks should have their hit die raised to a d10 and be given light armour proficiency to give them a bit more flexibility if their WIS is too low to support a decent AC. At Level 2, “Step of the Wind” should be made free similar to the Rogues “Cunning Action”. This also boosts the roleplay experience of the remaining “Flurry of Blows” and “Patient Defense” as they guarantee the Monk feels like they are making a high-stakes gamble trading away their ability to disengage safely to lock down an important position for the party or attempt to kill a dangerous enemy.
- Rogues’ variety of skills in combat and ability to fight from a range mean they need minimal buffs in early level combat. We think Rogues only need medium armour proficiency as a backup if the table is rolling stats and they wind up rolling low.
- Then, critically, the majority of casters should have their hit die reduced, this resolves the roleplay issue of the a majority of casters being as physically sturdy as the Monk and Rogue and actually encourages the casters to play safely making it feel less pointless when the martial is sinking shots for the casters. This ensures that casters have a trade-off in exchange for playing at a range. The proposed revisions to hit die are as follows:
Hit Die & Saves
| Class | Revised Hit Die | Average HP |
| Artificer | D8 | 9 |
| Bard | D6 | 7 |
| Barbarian | D12 | 14 |
| Cleric | D6 | 7 |
| Druid | D6 | 7 |
| Fighter | D10 | 11 |
| Monk | D10 | 11 |
| Paladin | D10 | 11 |
| Ranger | D10 | 11 |
| Rogue | D8 | 9 |
| Sorcerer (CON Caster) | D6 | 8 |
| Warlock | D8 | 9 |
| Wizard | D4 | 5 |
