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<blockquote data-quote="Dualazi" data-source="post: 7708849" data-attributes="member: 6855537"><p>Given the changes to how prepared spells work in 5e versus prior editions, I’m going to need some examples. Especially since spells like water breathing can easily affect the whole team with a single cast, and many spells can be cast as rituals if you have time and want to conserve slots.</p><p></p><p>Even if we do accept your premise, it’s <em>still</em> overshadowing the sorcerer, because now the wizard isn’t losing damage but is gaining utility. There needs to be a tradeoff there or it’s still a power bump at the end of the day, and one that certainly is not needed.</p><p></p><p></p><p></p><p>Uh, what? It kicks in a level 6 and gets you 3 options, which is actually more metamagic than the sorcerer gets at that level. The Sorcerer has to wait till level 10 to have 3 of its metamagic available.</p><p></p><p>To add insult to injury, several of them are straight-up better than Sorcerer options. At best empowered spell lets you reroll 5 damage dice (which can end up with lower rolls you have to keep, mind) while the wizard gets an easy +2d10 damage of the best damage type in the game. Distant spell cries about the sniping ability of the lore wizard. </p><p></p><p>Even the DC change is close, while disadvantage from the sorcerer is still probably better in a vacuum, the level 2 lore wizard ability erases that completely by switching the target to an unproficient/low stat save.</p><p></p><p>As for the slots issue, wizards have tons and can get back more through arcane recovery, while sorc. Metamagic is bound to long rests exclusively.</p><p></p><p></p><p></p><p>I disagree. There are always differences in play due to any number of factors, but that hardly means it’s impossible to gauge an options strength in hypothesis. It’s reasonably well accepted that moon druids, for example, are borderline overpowered at levels 2-5, and we’ve had numerous threads from GMs asking for help dealing with them. This wasn’t really a shock, though, as many people had seen this coming simply by reading the mechanical ability and realizing that a huge amount of temp hp+early multi-attack was going to be an issue. This is was also somewhat shown by the UA article on druids trying to tone down their wildshape options a bit to smooth the power curve. Point being, I don’t need to play one to know that a 14th level wizard picking any spell he wants from any resource, changing the damage type on it, and then changing his enemy’s save against it is a recipe for trouble.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7708849, member: 6855537"] Given the changes to how prepared spells work in 5e versus prior editions, I’m going to need some examples. Especially since spells like water breathing can easily affect the whole team with a single cast, and many spells can be cast as rituals if you have time and want to conserve slots. Even if we do accept your premise, it’s [I]still[/I] overshadowing the sorcerer, because now the wizard isn’t losing damage but is gaining utility. There needs to be a tradeoff there or it’s still a power bump at the end of the day, and one that certainly is not needed. Uh, what? It kicks in a level 6 and gets you 3 options, which is actually more metamagic than the sorcerer gets at that level. The Sorcerer has to wait till level 10 to have 3 of its metamagic available. To add insult to injury, several of them are straight-up better than Sorcerer options. At best empowered spell lets you reroll 5 damage dice (which can end up with lower rolls you have to keep, mind) while the wizard gets an easy +2d10 damage of the best damage type in the game. Distant spell cries about the sniping ability of the lore wizard. Even the DC change is close, while disadvantage from the sorcerer is still probably better in a vacuum, the level 2 lore wizard ability erases that completely by switching the target to an unproficient/low stat save. As for the slots issue, wizards have tons and can get back more through arcane recovery, while sorc. Metamagic is bound to long rests exclusively. I disagree. There are always differences in play due to any number of factors, but that hardly means it’s impossible to gauge an options strength in hypothesis. It’s reasonably well accepted that moon druids, for example, are borderline overpowered at levels 2-5, and we’ve had numerous threads from GMs asking for help dealing with them. This wasn’t really a shock, though, as many people had seen this coming simply by reading the mechanical ability and realizing that a huge amount of temp hp+early multi-attack was going to be an issue. This is was also somewhat shown by the UA article on druids trying to tone down their wildshape options a bit to smooth the power curve. Point being, I don’t need to play one to know that a 14th level wizard picking any spell he wants from any resource, changing the damage type on it, and then changing his enemy’s save against it is a recipe for trouble. [/QUOTE]
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