Sacrosanct
Legend
Not being able to find or buy spells has never been a real hindrance to any spell casters i've played with in 15 years of playing. If that really is the only argument you have against his facts and graphs I am going to have to take his assertion that casters are once again firmly superior to fighters to be true. Which is a real shame after all the early feedback from Mearl's that they were not going to let that happen this time.
on another note, its disconcerting that Concentration checks can be trivialized so easily.
If you think that's the "only argument" I had, then I'd ask you to read the thread before responding. Because earlier I quite clearly spelled out at least a half dozen other reasons why his white room scenario is a rubbish way of making an analyst. That just happened to be the first.
And quite frankly, I don't care about your anecdotal experience or a math breakdown, because that's not how the game is designed to be played.
If you're (general you) going to make a statement that a caster is just as good as, better than, or replaces (all common arguments) mundane class X because of spells, then you have to show how that's applicable in the various scenarios that a typical character will encounter. This is only demonstrated if the caster has access to all spells all the time, and can cast them whenever he or she wants.
If you play your D&D that way, that's fine, but that's your personal style taking preference over how the game is actually set up.
Fact: Casters do not have access to every spell for each scenario. You have a limited number you choose, to last you until you can either replace them or find new ones.
Fact: Casters do not always have the slots available to cast their spells in every scenario
Fact: Casters can have their spells interrupted
Fact: Casters may not have access to all of the required components to cast the spell.
You simply cannot ignore all these things that mitigate caster power and then complain that casters are too powerful. That's a you problem, not a game problem.
I'll also note just how telling it is when Jack said, "do you allow your players to take a short rest after every encounter." Wait, what? Do I allow? I don't allow or disallow it, and it's not a matter of me giving permission. The players can attempt a short rest whenever they want. Doesn't mean they'll make it through one. The rest of the dungeon inhabitants don't suddenly stop moving whenever the players want to rest. That screams of player entitlement to me, if players expect to be able to rest and get back all of their resources after every battle. That's not D&D. That's arena combat. And is very much not the intent of the game design. Again, if someone wants to play that way, knock themselves out, but don't complain about the game being broken when it's you who is doing it.