Nod. The 6-8 encounter guideline /is/ intended to balance casters and non-casters. Casters now have at-wills that are pretty decent, so it takes a lot of rounds of casters falling back on cantrips to balance out the few rounds they spend casting spells. Frankly, I'm not convinced 6-8 will remain sufficient into double-digit levels, but, if your point is that there's not enough healing to see a party through that many encounters, the 'solution' should probably be more HD, not more spells, because HD are only used for healing, while spells can be used for anything.
Level 1 /is/ probably off - for the sake of tradition - you're also not level one for very long. Maybe you could try your analysis at level 5?
4e illustrated a /lot/ of things (for instance, that you could balance martial classes and casters), but that wasn't one of them.
How many foes you can catch in an are depends on the circumstances of the battle and the size and tactics of the foes.
Frankly, in TotM, it also depends on the DM's approach. Some DMs may be a lot more generous than others. You might get anything from, "sure, you can hit all 5 orcs" to "you can't possibly cast that spell without hitting your allies."
What you're missing is that what you're lamenting as 'boring' for the casters, because they're stuck doing it /some of the time/, is what non-casters do /all the time/.
That is another serious issue. In AD&D, there were six save categories, with some classes better at some than others, but /all/ saves improved with level (and, the fighter's improved fastest, giving him, overall, the best saves at high level). In 3e, 'poor' saves were /really/ poor, and the same is true in 5e. (Even in 4e, you had to pay a lot of feat taxes to keep one or two of your non-AC defenses from falling behind.)

What are those percentages supposed to be? DPR? So cantrips don't generally get a stat boost, so do basically 'one die' of damage vs the non-casters, maybe, 'two dice' equivalent. So, yes, it takes two or three rounds of plinking with cantrips to make up for one round of spellcasting in DPR terms. Just in DPR terms.No, I totally get that. My point is that the caster does 25%, 0%, 25%, 25% in four rounds. The non-caster does 50%, 50%, 0%, and 50% in four rounds.
That would likely reduce a combat to a 3-round sweep. If you assume a cantrip doing half the melee type's damage potential, the 'major' spells would have to do only about 125% of that damage potential - not very major. And that's just to make the caster roughly /equal/ in DPR, not to grant the melee types any edge.ok with that in a 3 encounter day where the caster does 2 major in combat spells (in the case of the cleric, 2 spells, in the case of the wizard, 1 mage armor and 2 spells).
I totally get that the melee guy is spamming, but a) he chose to be a melee guy, so he probably doesn't mind, and more importantly, b) he's being a lot more productive.[//quote] Classic argument for perpetuating a double-standard. It's been unequal for so long, everyone must like it as much as you do. No, everyone doesn't.
Actually, I'd argue that repetition makes a modest edge much less dramatic than an infrequent, larger margin. Even if the caster only gets off one Fireball all day, if it owns an encounter, that's a wildly impressive contribution. The fighters may have ground their way through three times as many monsters over the course of the day, but the fireball is what everyone'll remember.Greater contributions tend to be more fun than lesser contributions, especially when those lesser contributions are a significant (80+%) portion of the time.
It's supposed to be difficult - it has to put real stress on resource management decisions so limited resources really /do/ face meaningful limitations.Btw, don't get me wrong. I like 5E balance for the most part. I just think that 6-8 encounters is going to be extremely difficult unless most of the foes are minions.
That's going to happen about 42% of the time - assuming the generous 65% chance we tended to see in the playtest. I wouldn't count on them dropping as fast as one-hit-kill minions.PS. At level 5 when the melee types get two attacks, a foe with 20 hit points is for all intents and purposes a minion. Not because he drops in a single hit, but because he often drops a foe in a single round by one PC attacking.
Divine Strike (Its a domain feature for the Life, Nature, Tempest, Trickery, and War). +1d8 at 8th, +2d8 at 14th.
Knowledge and Light don't have it, but they both get Potent Spellcasting (add Wis to cantrip damage). I'd wager Death gets divine strike as well.
Seriously, flip through the PHB a bit; a lot of these problems are answered.
What are those percentages supposed to be?
That's going to happen about 42% of the time - assuming the generous 65% chance we tended to see in the playtest. I wouldn't count on them dropping as fast as one-hit-kill minions.

I thought that the word "mace" would give you a clue.
The thing is that I had the PHB for a single day when people rolled up characters. Knowing higher level stuff (like Potent Cantrip) was not necessarily a given (it took 8 hours to roll up 4 characters because it was brand new). So yes, I just learned yesterday that the knowledge cleric should take Sacred Flame, regardless of a desire to go in and hit with a mace.
As for Divine Strike, it's ok but not that great. A tempest human cleric with a starting str of 16 and a maul bumping wis twice and str once can do 2d6+2d8+4 at level 14. He was 2d6+3 at level 1. So, he doubled his damage in 13 levels. Fighter, Bards, etc. doubled their damage at level 5. And, the monsters increased their hit points by a multiple of 10, so yeah, he's not exactly staying even close.
He could kill a 2 HD foe in a single shot at level 1. At level 14 with 10 HD foes (same encounter difficulty), it takes 3 hits.
And at level 13, Divine Strike is even weaker. It'll take 4 hits to take out the 9 HD same encounter difficulty foe then. The Sacred Flame cantrip without Potent Spellcasting does 2 points average less damage at level 13 than the beefy Divine Strike maul that the player put significant Str resources into.
And the Potent Spellcasting cantrip Sacred Flame matches (and eventually exceeds) the Divine Strike maul starting at level 8 (2D8+5 vs. 2D6+D8+3).
Psst. The Basic Rules are available Here. Granted, you'd only have the core-four (and one school/domain) but it has a bunch of good info you'll want.
TODAY'S NEWS: Cleric not as good as fighter as fighting. You'd think they'd give them spells or something to compensate.
Yeah, funny how that works.
Seriously, relax. No need to go all snarky.
Its hard to see where you're going with this. It seems you want wizards to be fireballing every round but you also want fighter's to not be obsolete.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.