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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="KarinsDad" data-source="post: 7554210" data-attributes="member: 2011"><p>Bad DM, unlucky DM, unlucky player, lucky DM (from monster point of view).</p><p></p><p></p><p>It's a bit unfair to say that every bad experience is because of a badwrongfun DM. It could be other players whose PCs get in the way of the PC Wizard's plan, it could be a change of creature layout half way through a round, etc. One of the issues from my perspective is that I didn't want an Abjurer with a Sleep spell, so my experience from that alone might have been worse than a player who took that spell for his wizard. Or a wizard who doesn't want a familiar compared to one who does. The variability in utility and/or power of 5E spells means that a player who wants to attempt one style of PC might not be successful whereas a player who designs his wizard around a different concept might be a lot more successful. I don't think that these things should be laid at the feet of the DM. A simple example is an evoker. The game is not really designed to have good low level evokers because they do real awesome damage so rarely in a day compared to the greatsword wielding fighter (and sculpt spell is very nice, but doesn't allow the evoker to actually do additional damage, which should be their schtick).</p><p></p><p></p><p>I am also very disappointed in the fact that every level of spells tends to have a few really useful spells, a bunch of so so spells, and some seriously crappy spells. Witch Bolt would be a fine spell if it had any type of control (or penalty) to prevent a foe from just plain walking away. I could definitely see a player wanting to play the Darth Sidious role of wizard. But, no. Find Traps (not a wizard spell, but the concept is the same for other spellcasting classes) could be much nicer than it is by dropping 6 words from the description considering that it costs a spell slot. Etc.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7554210, member: 2011"] Bad DM, unlucky DM, unlucky player, lucky DM (from monster point of view). It's a bit unfair to say that every bad experience is because of a badwrongfun DM. It could be other players whose PCs get in the way of the PC Wizard's plan, it could be a change of creature layout half way through a round, etc. One of the issues from my perspective is that I didn't want an Abjurer with a Sleep spell, so my experience from that alone might have been worse than a player who took that spell for his wizard. Or a wizard who doesn't want a familiar compared to one who does. The variability in utility and/or power of 5E spells means that a player who wants to attempt one style of PC might not be successful whereas a player who designs his wizard around a different concept might be a lot more successful. I don't think that these things should be laid at the feet of the DM. A simple example is an evoker. The game is not really designed to have good low level evokers because they do real awesome damage so rarely in a day compared to the greatsword wielding fighter (and sculpt spell is very nice, but doesn't allow the evoker to actually do additional damage, which should be their schtick). I am also very disappointed in the fact that every level of spells tends to have a few really useful spells, a bunch of so so spells, and some seriously crappy spells. Witch Bolt would be a fine spell if it had any type of control (or penalty) to prevent a foe from just plain walking away. I could definitely see a player wanting to play the Darth Sidious role of wizard. But, no. Find Traps (not a wizard spell, but the concept is the same for other spellcasting classes) could be much nicer than it is by dropping 6 words from the description considering that it costs a spell slot. Etc. [/QUOTE]
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