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*Dungeons & Dragons
5th Edition -- Caster Rule, Martials Drool?
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<blockquote data-quote="KarinsDad" data-source="post: 6364725" data-attributes="member: 2011"><p>I think that the assumption that the lower half of the caster's spells are sucked up for other things is a reasonable assumption because they sure as heck are not doing damage. For example:</p><p></p><p>Let's take a wizard. 16 spells (including arcane recovery and he recovers his highest level slot).</p><p></p><p>4 first</p><p>3 of each other level</p><p></p><p>I'll compare non-shield non-casters as about 26 points of damage * .65 chance to hit plus crits = 17.5 points per round. Spells below include crits.</p><p></p><p></p><p>First level spells:</p><p></p><p>Burning Hands is about 10 * .65% + 5 * .35% = 8.5 points of damage against 2 or 3 foes. The non-casters average the same unless it is 3 foes.</p><p></p><p>Magic Missile is 10 automatic points of damage. Non-casters average 17.5.</p><p></p><p></p><p>Second level spells:</p><p></p><p>Melf's Acid Arrow. 15 * .65% + 5 * .35% = 12. Below the non-casters.</p><p></p><p>Scorching Ray. 7 points of damage against 3 foes * 0.65%. At 15, still below the non-casters.</p><p></p><p></p><p>As can be seen, the first and second level damage spells fall behind pretty quickly to the point that they are lucky if in one round, the caster is doing the same total damage as the non-caster.</p><p></p><p>It's only the highest level spells that are consistent.</p><p></p><p></p><p>Note: This is less true for things like Charm or Hold or anything which has a save for an effect.</p><p></p><p></p><p>If the caster's main spells are levels 3, 4, and 5, the caster is down to 9 "Hey, I'm a caster, hear me roar" spells. First, second, and even third level spells start being sucked up for utility (Mage Armor, Shield, Fly, Invisibility, Darkvision, etc.).</p><p></p><p>And the non-casters tend to have Encounter and/or Daily abilities that he can nova with as well. So, it's not just the caster.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6364725, member: 2011"] I think that the assumption that the lower half of the caster's spells are sucked up for other things is a reasonable assumption because they sure as heck are not doing damage. For example: Let's take a wizard. 16 spells (including arcane recovery and he recovers his highest level slot). 4 first 3 of each other level I'll compare non-shield non-casters as about 26 points of damage * .65 chance to hit plus crits = 17.5 points per round. Spells below include crits. First level spells: Burning Hands is about 10 * .65% + 5 * .35% = 8.5 points of damage against 2 or 3 foes. The non-casters average the same unless it is 3 foes. Magic Missile is 10 automatic points of damage. Non-casters average 17.5. Second level spells: Melf's Acid Arrow. 15 * .65% + 5 * .35% = 12. Below the non-casters. Scorching Ray. 7 points of damage against 3 foes * 0.65%. At 15, still below the non-casters. As can be seen, the first and second level damage spells fall behind pretty quickly to the point that they are lucky if in one round, the caster is doing the same total damage as the non-caster. It's only the highest level spells that are consistent. Note: This is less true for things like Charm or Hold or anything which has a save for an effect. If the caster's main spells are levels 3, 4, and 5, the caster is down to 9 "Hey, I'm a caster, hear me roar" spells. First, second, and even third level spells start being sucked up for utility (Mage Armor, Shield, Fly, Invisibility, Darkvision, etc.). And the non-casters tend to have Encounter and/or Daily abilities that he can nova with as well. So, it's not just the caster. [/QUOTE]
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