Plane Sailing
Astral Admin - Mwahahaha!
Just finished reading the whole thread.
Firstly - I'm itching to play a 5e wizard now!
Regarding KD's original point - granted that the big spells haven't brought the boom he was expecting, but it appears that is partly because of an extended run of bad luck with the dice, right? Even the party members are joking about the run of bad dice luck! Sometimes that just happens for a while and it is possible that if the dice luck had run the other way it wouldn't even have been an issue
I wonder how much of the view has been affected by the changes in the last two editions for wizards? before 4e, the wizard always started off pretty weak and horrible for his first few levels. I've nurtured enough OD&D & 1e wizards up to 5th level when they first started to feel really useful to recognise that as being part of the 'D&D tradition'! The impression that I have is that relative strength has gone like this
up to 3e
main spells: xxxxxxxxxxxxxx
rest of the time: x
4e
main spells: xxxxxxx
rest of the time: xxxxx
5r
main spells: xxxxxxxxx
rest of the time: xxx
The cantrips give wizards some magical way of doing damage all the time, although it feels a little less than 4e where it was equivalent to the martial cantrips, and now it doesn't feel equivalent to the martial melee actions. Main spells feel more powerful than they were in 4e, but less than in 3e.
I seem to remember the designers saying something about wanting to balance 5e across the three pillars of combat, exploration and (something else). It seems to me that because the wizards do have a lot they can bring via spells to the non-combat pillars, that perhaps the designers didn't want to boost their capability in combat?
The other thing that occurred to me and which has only been brought up once is the role of magic items - often low level wizards rely upon low level wands or staffs to boost their combat spell capability; with the lack of the DMG there are fewer of those magic items around I guess?
Cheers
Firstly - I'm itching to play a 5e wizard now!
Regarding KD's original point - granted that the big spells haven't brought the boom he was expecting, but it appears that is partly because of an extended run of bad luck with the dice, right? Even the party members are joking about the run of bad dice luck! Sometimes that just happens for a while and it is possible that if the dice luck had run the other way it wouldn't even have been an issue

I wonder how much of the view has been affected by the changes in the last two editions for wizards? before 4e, the wizard always started off pretty weak and horrible for his first few levels. I've nurtured enough OD&D & 1e wizards up to 5th level when they first started to feel really useful to recognise that as being part of the 'D&D tradition'! The impression that I have is that relative strength has gone like this
up to 3e
main spells: xxxxxxxxxxxxxx
rest of the time: x
4e
main spells: xxxxxxx
rest of the time: xxxxx
5r
main spells: xxxxxxxxx
rest of the time: xxx
The cantrips give wizards some magical way of doing damage all the time, although it feels a little less than 4e where it was equivalent to the martial cantrips, and now it doesn't feel equivalent to the martial melee actions. Main spells feel more powerful than they were in 4e, but less than in 3e.
I seem to remember the designers saying something about wanting to balance 5e across the three pillars of combat, exploration and (something else). It seems to me that because the wizards do have a lot they can bring via spells to the non-combat pillars, that perhaps the designers didn't want to boost their capability in combat?
The other thing that occurred to me and which has only been brought up once is the role of magic items - often low level wizards rely upon low level wands or staffs to boost their combat spell capability; with the lack of the DMG there are fewer of those magic items around I guess?
Cheers