Lots of reasons. Maybe they have good will saves and terrible ref (like, say, undead). Maybe they're spellcasters and slowing them doesn't affect them much (also in the good will bad ref category). Maybe you're trying to scare them off and a fireball is flasher than a slow spell. Maybe they're a long way away and you can't hit them with slow yet. Maybe it's a swarm and can't be hit by targeted spells but takes extra damage from area effects.That said, why would I Fireball that group of CR 7 opponents with 100 hp to do less damage than the fighter can do in a round (a strike if they save) when I can instead Slow them, for example, effectively cutting down the number of "rounds" they get in the time it takes the fighters to cut them down?
I don't particularly disagree with this. The late 3e specialized caster classes did a pretty decent job of this. A warmage, for example, gets bonus damage and better BAB but a limited spell selection. As compared to a core wizard/sorcerer whose fireballs aren't as effective but who has innumerable choices.All spells are situational to some extent, but when selecting spells, I want the ones that will be useful regularly over the ones that may be handy once in a blue moon. If the intent is that only evokers will use blast-spells, since only they can make them powerful enough to be meaningful, then I would hope other choices for wizards are equally narrow, and that the Evoker can't get more benefit from other choices than an Enchanter, Illusionist, Summoner or Necromancer gets from evocation spells. This would make individual Wizards much more specialized than prior editions, but that is not necessarily a bad thing.
I rarely see that. I think what's more important is the threat of multiple encounters.Inability to rest after each encounter? Much more common in the games I've played.
Lots of reasons. Maybe they have good will saves and terrible ref (like, say, undead).
Maybe they're spellcasters and slowing them doesn't affect them much (also in the good will bad ref category).
Maybe you're trying to scare them off and a fireball is flasher than a slow spell.
Maybe they're a long way away and you can't hit them with slow yet.
Maybe it's a swarm and can't be hit by targeted spells but takes extra damage from area effects.
This isn't to say the Slow isn't an excellent spell with a variety of uses that is not infrequently a better option than Fireball. They're both quite useful. That's why the game works.
I don't particularly disagree with this. The late 3e specialized caster classes did a pretty decent job of this. A warmage, for example, gets bonus damage and better BAB but a limited spell selection. As compared to a core wizard/sorcerer whose fireballs aren't as effective but who has innumerable choices.
One of the basic problems is if everyone is equally good at things, as the D&D magic system suggests. Everyone who learns Fireball is essentially equally good at it, with the only variation being based on level. If, instead the spells themselves are built to be rather underpowered, but feats/class abilities/other character resources can be used to power them up, then you have a much more dynamic magic system.
I rarely see that. I think what's more important is the threat of multiple encounters.
Sure, if you have enough decent fighters to make it worthwhile, which you usually do. You cast Haste, and then what? You can't cast it again; it likely lasts through the battle and affects everyone. Typically, the order of things is to buff up and then attack. And the AoO part is pretty rare what with Concentration and 5 ft steps; perhaps not as big a part of the game as it should be.Then why would I choose a Fireball rather than Hasting our team?
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Haste the fighters. They get AoO against spellcasters too.
All of that's very subjective and up to the DM. I think Fireball can be pretty scary in some cases, more so than lower level alternatives. It's not the main use.I think spells to scare off the opponents can be found at lower levels - and are likely better to be the more flexible illusions than a Blast spell.
Not that often. But if you do catch a known enemy that far away and want to fight them, long range damage at 400 + 40 ft./level is quite effective and doesn't require attack rolls (whereas archers may miss at 500+ ft. with potential cover situations).Why don't I just leave, then. ... How often do you see a group THAT far away and know they are hostile and you wish to immediately engage in combat?
True. Even 3e Fireballs are damaging enough to be worth taking though. I see it all the time, even though my houserule environment and DMing style are quite unfavorable towards that type of spell. They're hardly irrelevant.To actually be useful, Fireball needs to do meaningful damage. Otherwise, we can just let the archers deal with those far away enemies.
But those Fireballs have to be relevant, or they are not really "choices". Only viable options are really "choices".
To quote another 2e idea, I liked their weapon proficiencies. Merely being proficient in a weapon wasn't that good. You'd get better at hitting as you leveled, but you needed to dump in more proficiency points to be really effective; as they granted damage and extra attacks as well as additional THAC0 improvements. Specialization through grand mastery is way more interesting and more effective than its 3e counterpart, the Weapon Focus/Specialization feats.You could. Maybe weapons should be pretty useless unless you take feats specific to one specific weapon choice too.
There's a lot of variables here, but I don't think that multiple encounters in a day is sustainable for most playstyles. It's appropriate for a harrowing climax on occasion, but if you fight several battles in a game day, your characters level up in a few such days, which is not sustainable even with regular breaks between adventures. And even with quick battles, you'll spend an entire real life day getting through a game day, which is not my definition of a productive session (generally).I typically see multiple encounters, and when that's not the case, beef up the single or two encounters so they are challenging knowing the team need not husband resources.
Sure, if you have enough decent fighters to make it worthwhile, which you usually do. You cast Haste, and then what? You can't cast it again; it likely lasts through the battle and affects everyone. Typically, the order of things is to buff up and then attack. And the AoO part is pretty rare what with Concentration and 5 ft steps; perhaps not as big a part of the game as it should be.
All of that's very subjective and up to the DM. I think Fireball can be pretty scary in some cases, more so than lower level alternatives. It's not the main use.
Not that often. But if you do catch a known enemy that far away and want to fight them, long range damage at 400 + 40 ft./level is quite effective and doesn't require attack rolls (whereas archers may miss at 500+ ft. with potential cover situations).
True. Even 3e Fireballs are damaging enough to be worth taking though. I see it all the time, even though my houserule environment and DMing style are quite unfavorable towards that type of spell. They're hardly irrelevant.
They do seem a bit less powerful than they were in 2e, when it could become quite dominating during those medium levels. (I don't know how the 5e one is at the moment; it may be too weak and they do seem to be struggling with the basic math of the system still).
To quote another 2e idea, I liked their weapon proficiencies. Merely being proficient in a weapon wasn't that good. You'd get better at hitting as you leveled, but you needed to dump in more proficiency points to be really effective; as they granted damage and extra attacks as well as additional THAC0 improvements. Specialization through grand mastery is way more interesting and more effective than its 3e counterpart, the Weapon Focus/Specialization feats.
As to magic, we get some traces of this, but not enough. For instance, I think it would be great if most clerics had really limited healing abilities and you had to spend actual resources (such as choosing the healing domain) to be effective enough at it to matter during combat. I also think that spells should have some type of prerequisites, as feats do, to make it harder (not impossible, but harder) to cherry-pick effective spells. If you have to take some kind of abilities to learn about fire magic before taking Fireball, making that spell more powerful becomes justifiable.
There's a lot of variables here, but I don't think that multiple encounters in a day is sustainable for most playstyles. It's appropriate for a harrowing climax on occasion, but if you fight several battles in a game day, your characters level up in a few such days, which is not sustainable even with regular breaks between adventures. And even with quick battles, you'll spend an entire real life day getting through a game day, which is not my definition of a productive session (generally).
2e Haste also had a profoundly greater effect, IIRC. Anyway, there are situations where area damage is not worth it, and that's okay by me. Sometimes it isn't worth it to even cast the Haste if you feel good about the party's chances.If that one Haste provides us a substantial advantage, I can stand back and husband my resources. It allows my warrior friends to close the gap quicker and attack faster, so should I really delay it for a Fireball? Depends how effective that Fireball is. Remember, back in 1e/2e, that Haste spell aged everybody!
True. Enemies encountered in large groups may be fairly dumb, and at several hundred feet you may be able to drop a spell or two and catch a lot of them before they have time to scatter.At 500' away, they should probably spread out and take cover so you can't target them easily with the Fireball either.
No particular disagreement there. As a baseline, 3e direct damage spells are generally not too powerful, and are not a big target for nerfing.I'm not sure on 5e either. I think the Blasts remain somewhat relevant in 3e, though I think they are far from the best tactic. I would not want them weakened from their 3e structure, and it sounds like that is what is happening.
True. I never saw the need for such restrictive access. Just making fighters get the best access to proficiency points would be enough in my book.It was so effective being a melee combatant without access to specialization/mastery was impractical.
I don't know much about spheres. It would be a paradigm shift, but not necessarily a huge one. 3e warmages/beguilers/dread necromancers still have more diverse options than a 4e character. And a prerequisite-based approach isn't that restrictive.More specialized casting would be a paradigm shift, but not an invalid one. That said, how well did those Spheres work in 2e? As I recall, they were pretty unpopular.
Yep. The base assumptions are pretty wacky. They posit ridiculously easy, but time consuming battles, which lead to unsustainable rates of advancement. Maybe I shouldn't even bother referencing them.This comes down to base assumptions for game design. If the assumption is that a standard encounter uses up about 20% of your resources (3/3.5 IIRC), having one or two encounters a day should be a cakewalk since you can blow way more resources on each encounter. If the assumption is 1 or 2 encounters does the party in, then that changes the design a lot - use of all resources in one encounter can't make it a cakewalk if the assumption is one encounter a day.
Well, most of D&D doesn't.And why differentiate between "encounter" and "daily" powers (or short-term and longer-term buffs) if we will only have one encounter in a typical day, then recharge everything?