D&D 5E Low Level Wizards Really Do Suck in 5E

You either don't understand or don't want to accept that wasting an action casting a spell that isn't going to work for the sole purpose of making a creature use its Legendary Resistance is an advantage to the creature.

No wonder you hate the idea of "burning through legendary resistance"--apparently no one has ever explained to you how to do it!

See the trick is, you don't cast spells for the sheer sake making it burn resistance. Instead you cast spells that help your party AND target a weak save. I thought that was obvious but apparently not. For example, Acid Splash targets DX but does nothing important even on a failure: don't use it. Blindness does something important but targets a strong save for dragons: don't use it. Faerie fire give advantage on attacks (fairly important, depending on party composition) and targets a weakish save (DX is +5): you can use it. Phantasmal force CAN do important things if you can think of any (create an illusion of an air elemental to do minor damage and soak attacks--unless your DM metagames it to ignore the elemental; or create the illusion of a half-size Web spell to hold it in place) and it targets a weak save (Int is -1): you can use it. Etc. It's a lose-lose proposition for the dragon.

Two other notes:

1.) Legendary resistance is not a metagame ability. According to the MM, it is explicitly the creature's choice (not the DM's) to use this ability. So smarter creatures will be smarter about how they burn resists. White dragons are dumb.

2.) RE: staff of power and spell DC, I'm AFB, was thinking it increased spell DC as well as to-hit. Maybe that's only the Robe of the Archmage though, which means you'd just have to live with a mere 80% success rate instead of 90% (depending on stats/level). Good odds either way.
 

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I might try Mephits. Not sure they'll survive the breath weapon. I could command the mephitis to stay outside the fight until the breath weapon is used. I'm not sure I want a concentration spell active, when I know I'm going to need to have fly up. I might let the bard cast fly, since he has a magic item that lets him use a bonus action to maintain concentration on two spells. We'll see how it works out next big fight.

Okay, I'm interested to know how it goes. I know we've talked a lot about how legendary resistance works, but I actually favor the direct approach in all but the most magic-heavy parties: just kill the thing! If it were me in your shoes I'd be going with a combination of summoned mephits (different mephits for each dragon type) or an Air Elemental, mirror image/blink spells cast in advance (non-concentration), pass without trace if available to try to get surprise, and as many skeletons (8? 12? more?) as I can dig up from the ice nomads' graveyard and equip with bows. (Use dispersed formation and cover to reduce attrition from breath weapon.) The ice nomads hate you anyway and besides, they cheat and poison you. Serves them right.

Oh yes, and if the dragon is being coy I'd take the time to set up a Leomund's Tiny Hut. (Non-concentration but caster must remain inside; others may freely enter and exit.) Your lair is now MINE, dragon! Best total cover there is.
 
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No wonder you hate the idea of "burning through legendary resistance"--apparently no one has ever explained to you how to do it!

See the trick is, you don't cast spells for the sheer sake making it burn resistance. Instead you cast spells that help your party AND target a weak save. I thought that was obvious but apparently not. For example, Acid Splash targets DX but does nothing important even on a failure: don't use it. Blindness does something important but targets a strong save for dragons: don't use it. Faerie fire give advantage on attacks (fairly important, depending on party composition) and targets a weakish save (DX is +5): you can use it. Phantasmal force CAN do important things if you can think of any (create an illusion of an air elemental to do minor damage and soak attacks--unless your DM metagames it to ignore the elemental; or create the illusion of a half-size Web spell to hold it in place) and it targets a weak save (Int is -1): you can use it. Etc. It's a lose-lose proposition for the dragon.

Two other notes:

1.) Legendary resistance is not a metagame ability. According to the MM, it is explicitly the creature's choice (not the DM's) to use this ability. So smarter creatures will be smarter about how they burn resists. White dragons are dumb.

2.) RE: staff of power and spell DC, I'm AFB, was thinking it increased spell DC as well as to-hit. Maybe that's only the Robe of the Archmage though, which means you'd just have to live with a mere 80% success rate instead of 90% (depending on stats/level). Good odds either way.

Where are you getting these numbers? My save DC for a spell at the moment is 16. 8 + 4 prof +4 stat. Dragon +5 save is 11 or better. That is a 50% success rate even against a dex save at level 10.

Who is running the creature? The DM. He plays the creature using Legendary Resistance for what it thinks is dangerous. Did you find a ruling in the MM that says the creature must make an intelligence check to know what is affecting it? No. We didn't find that rule either. Just like with a player, you get to choose to use Legendary Resistance when you know what the effect is. All Legendary Resistance says it is "if the dragon fails a saving throw, it can choose to succeed."

You cast spells that help your party and hurt it is easier said than done. Half-size web spell? Where do you think it will anchor? Illusions don't cover an unlimited area. Who cares about a tiny elemental. It's going to be moving 80 feet a round, not standing still.

There is no trick. It doesn't work like you think. The dragon zips around ripping the party apart at 80 feet a round. It does a wing buffett and zips away again on someone else's turn. It moves around so much that if you can't match its mobility, you're in trouble.

Why do you keep insisting things work a certain way when they don't? Have you fought a dragon yet in its lair? Have you fought a bunch of Legendary Creatures and torn off their resistance? I've fought three dragons and a legendary creature half-dragon to date. Maybe your DM is running them differently than mine, I haven't any time to waste stripping their Legendary Resistance. I don't have Faerie Fire. Phantasmal Force is concentration. What part of you can't waste concentration on a spell like that and get your martials into action and protect other party members from annihilation from the breath weapon.

Do you think a party has enough hit points to withstand more than one breath weapon hit? Do you? They don't, especially without protection from energy.

You have no experience with these fights and you're telling me how to do things I know can't be done unless your DM plays the dragon dumb or you let your party get wasted. You can't space to close together or you get wasted by the breath weapon. You don't want to spread out too far or the cleric can't heal the martials and you can't get spells on them. There are logistical issues to deal with that you are completely ignoring as you make it sound easy to do the strategy you're laying out. It isn't. It doesn't work like you're listing. The reason I know this is experience fighting the creature.

I'm done discussing this with you. I've told you how it really works. I've told you that unless you have abundant ranged weapon users in your party, you're going to have a hard time unless you get lucky or the DM plays the dragon dumb. Dragon mobility is no joke. If they even decide to do something as simple as strafing you with its breath weapon waiting for it to recharge before getting into attack range again or waiting for your buffs to run out, you're in a lot of trouble.
 
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This seems a little like metagaming. PCs really shouldn't know that a breath weapon has a recharge roll. If they had knowledge about a dragon, it should be that sometimes it breaths twice quickly and sometimes it doesn't. Even this level of detail seems a bit much for what PCs (or even knowledgeable NPCs) should know.

If a player has to go to this degree to get a decent chance of success, then monster design fails.

The opening breath weapon. If it recharges too quickly, you have almost zero chance of beating a dragon. We had a dragon recharge in round two. Our fighter and cleric dropped that second round. Took some work to get them back up. Breath weapon recharging too often on lucky rolls is a nightmare scenario.
 

It's kind of frustrating trying to respond to a metric ton of questions and comments from you all in the same post, especially when you keep forgetting the context, but I'll give it one more shot, numbering the answers for clarity:

1.) 80% was my best guess at the dragon's success rate on Int saves. I said it would probably be 50% for Dex saves. Since your spell DC is 16, it turns out that I was spot-on.

2.) Legendary Resistance: your original claim was that Legendary Resistance is a metagame construct, not something the creature chooses to do and can be tricked on. I just pointed out that it isn't a metagame construct. You don't need to get defensive and try to create a separate argument about how hard White Dragons are to trick. Just say, "Yeah, you're right, it isn't" and let's move on.

3.) Phantasmal Force specifies that the creature/object being created has to fit within a 10' cube. Normal Air Elementals are Large Creatures. They fit within a 10' cube. It's not a "tiny elemental", it's a regular one. It doesn't matter that the dragon is moving, Air Elementals move faster than dragons do, and Phantasmal Force doesn't require the created creature to remain stationary.

4.) If you create an illusion of a Web instead, it doesn't matter that it's not anchored: the Web spell doesn't collapse on itself for a full round ("at the start of your next turn"). If the dragon fails to save it will come crashing down that round. The illusion has done its job.

5.) RE: "There is no trick, it doesn't work like you think... Why do you keep insisting things work a certain way when they don't?" See above. I've established that the rules actually do work that way. You didn't actually try to target the weakest saves via Phantasmal Force so your anecdotal experience that it "doesn't work" isn't even applicable. (I've also said that relying on status spells isn't my preferred approach, but that has nothing to do with whether or not the math adds up.)

6.) "Have you fought a dragon yet in its lair?" As a PC? No, when I play my DM leans more on super-buffed demons and large groups of mind flayers. But what of it? When I DM, my job is to know how to play the creature, which means I need to analyze its strengths and weaknesses in advance so I know how the fight will go. (I also need to think about which available tactics the dragon is actually smart enough to use.) First we establish what the weaknesses are (Int saves), then we can have a conversation about what the dragon can do to cover those weaknesses (leverage mobility; lurk in the water with a Held breath weapon; try to attack from unexpected angles) and then a conversation about what the dragon will do (does it have the right personality/intelligence to lurk? White Dragons are arrogant). Since there are no actual White Dragons in real life, your anecdotal experience doesn't actually generalize, it just expresses how your personal DM likes to play them.

7.) You've got a Bard in the party, and he has access to Faerie Fire (whether or not he actually took it).

8.) Yes, of course Phantasmal Force is concentration. We've been over this numerous times. Why don't you just take for granted that I know as well as you do what the opportunity cost is for Phantasmal Force? Remember that the "Phantasmal Force" is under the tangent of "how can you burn through Legendary Resistance?" and not "what would Max actually do to kill a White Dragon?" I would use Phantasmal Force-type tactics if I were in a party consisting entirely of Lore Bards, who have no choice but to burn through Legendary Resistance in order to do anything useful to it. I wouldn't use it as a wizard--I've made it abundantly clear that my preferred tactics are more direct.

9.) It depends on the level, but I think it unlikely that a given individual in the party will be able to withstand more than one breath weapon attack without falling to zero HP, thus requiring a Healing Word. The party as a whole can easily withstand multiple breath attacks simply by ensuring that each breath weapon only hits one individual. I believe you also mentioned that you have a Cleric--if so, Death Ward will add one to the number of breath weapon attacks it takes to bring an individual down. (And before you crabbily point out that dragons have melee attacks as well as breath weapons, and that relying on Healing Word is dangerous--stop! I already know that! and I assume you know it too! But the question you asked wasn't about melee attacks.)

10.) RE: "You can't space to close together or you get wasted by the breath weapon. You don't want to spread out too far or the cleric can't heal the martials and you can't get spells on them." You say this like it's a hopeless dilemma. It's not, these are just constraints on the solution, and you have to solve for the constraints. 65 to 75 feet, for example, is not "too close" (you won't both get hit by the breath weapon) and it's not "too far" (Healing Word has a range of 60 feet, so you can move, heal the martial, and move back). This is why math trumps anecdotal experience... all your experience tells you is what didn't work, but math and the Player's Handbook tell you what does work.

11.) RE: "There are logistical issues to deal with that you are completely ignoring as you make it sound easy to do the strategy you're laying out. It isn't. It doesn't work like you're listing. The reason I know this is experience fighting the creature."

Of course I'm ignoring your logistical issues. For example, finding corpses for skeleton archers; finding bows for skeleton archers; getting the archers through Oyavigatton without getting killed by trolls or ice toads. I'm ignoring them not because I'm stupid; I'm ignoring them because they're a separate issue, and because the details and complications of implementing a strategy are best left to those who are actually in the game. (In fact, that's the funnest part of the game! Getting caught by an ice nomad while you're digging up their graveyard--or trying to get them to lead you to some dead goblins--is way more entertaining than the actual battle with the dragon where you unleash 8 or 12 or 30-odd skeletal archers on the hapless dragon. Strategic play is more fun than tactical play.)

I'm done discussing this with you. I've told you how it really works. I've told you that unless you have abundant ranged weapon users in your party, you're going to have a hard time unless you get lucky or the DM plays the dragon dumb. Dragon mobility is no joke. If they even decide to do something as simple as strafing you with its breath weapon waiting for it to recharge before getting into attack range again or waiting for your buffs to run out, you're in a lot of trouble.

Whew! That means we're finally done then. You've "told" me lots of things. Half of them are things that are demonstrably false; the other half are things that I've already told you first but that you somehow think I don't know.
 
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I love my paladin but it sure is annoying that there isn't a great ranged option. Picking a longbow where you have +2 or 3 against a dragon with 18 AC isn't really smart. Better than nothing but ruins the fun of classes built for stength

Paladins get the second level spell Magic Weapon. With Dex 12, this is still 2 attacks at +5 D8+2 damage at level 5 (better than a wizard's Firebolt Cantrip). Bless is even better (2 attacks at +5+D4 D8+1 damage at level 5). I had pages here talking about how the low level Wizard's cantrips suck and people kept saying no they don't, so I think that if it doesn't suck 3 rounds out of 4 for a low level wizard, it doesn't suck once in a blue moon for a Paladin. :lol:

At real low levels, a Dex 12 Paladin with a bow (+3 D8+1) is just a hair behind a Int 16 Wizard with Fire Bolt (+5 D10) and probably equal to a wizard without a Fire Bolt.


Paladins in a Dragon battle where the Dragon doesn't fight in melee range become healers and buffers. Oh well. :erm:

Either the other casters in the group figure out a way to bring the Dragon into melee range, or the Paladins shoot bows and heal allies.

This is how I view low level wizard btw. The difference is that the Paladins are effective in every combat except those rare ones where they are limited to ranged attacks. The low level wizards are effective less often per day between limited number of spells, concentration, and saves every round.
 

especially when you keep forgetting the context

It doesn't matter that the dragon is moving, Air Elementals move faster than dragons do, and Phantasmal Force doesn't require the created creature to remain stationary.

Iou've "told" me lots of things. Half of them are things that are demonstrably false

You keep saying that legendary creatures always make their saves, but the math says otherwise. It depends which save you target.

For someone talking about what "other people say" and "how they say it" and how "incorrect they are", you throw nonsense into the conversation and make minor digs at others as much as anyone. He never said that they always make their saves. He said that it is nearly impossible for 3 casters to burn through a dragon's legendary resistance before the Dragon wipes the party.

3.) Phantasmal Force specifies that the creature/object being created has to fit within a 10' cube. Normal Air Elementals are Large Creatures. They fit within a 10' cube. It's not a "tiny elemental", it's a regular one. It doesn't matter that the dragon is moving, Air Elementals move faster than dragons do, and Phantasmal Force doesn't require the created creature to remain stationary.

Here's another example. While what you said about Phantasmal Force here is technically accurate, it does a whopping 1D6 damage from an illusionary Air Elemental. The Dragon sees the caster cast a spell, the Dragon sees the Air Elemental, the Dragon assumes the caster summoned an Air Elemental, and the Dragon, being intelligent, attacks the caster, not the Elemental. The Elemental then comes up and does 1D6 damage to the Dragon.

Phantasmal force CAN do important things if you can think of any (create an illusion of an air elemental to do minor damage and soak attacks--unless your DM metagames it to ignore the elemental; or create the illusion of a half-size Web spell to hold it in place) and it targets a weak save (Int is -1): you can use it. Etc. It's a lose-lose proposition for the dragon.

The discussion on Phantasmal Force is a red herring. It has nothing real to do with a real fight with a dragon.

Phantasmal Force is a joke against a Dragon. Your example of a Phantasmal Force Web spell. If a Dragon falls through a Phantasmal bridge, it flies through a Phantasmal Web spell. The Web spell is not there. Such an illusion does nothing. The Dragon assumes that it pushed through the web, just like any creature that saves against a normal web spell.

If you can come up with an example of how Phantasmal Force actually would affect something as powerful as a dragon, great. So far, the examples for it are extremely subpar.

2.) Legendary Resistance: your original claim was that Legendary Resistance is a metagame construct, not something the creature chooses to do and can be tricked on. I just pointed out that it isn't a metagame construct. You don't need to get defensive and try to create a separate argument about how hard White Dragons are to trick. Just say, "Yeah, you're right, it isn't" and let's move on.

What you pointed out isn't relevant to the PCs, only the Dragon. PCs knowing about Legendary Resistance is a metagame concept. It's a game mechanic like hit points. PCs should not know about it. Obviously, more than one person disagrees with you on this.

What you pointed out was it was a choice of the Dragon to use the ability or not. That does not imply that PCs know or even should know about the ability because even the concept of saves is something that PCs shouldn't know about. PCs know that sometimes, they get lucky and jump out of the way of part of the Fireball. They do not know about saves, hence, they do not know about any ability that allows for an auto-save. It's game mechanics that allow the DM to adjudicate the action and results.

It's not something PCs have knowledge of. Dragons do. They have an inner reserve and they know how to use it, but they won't tell others of it. It's their ability. But, it's not an ability that PCs can observe. The Dragon is just kick butt and spells almost never affect it unless its been in battle for a while (and even then, PCs might just assume that it is wounded and spells affect it more, they still don't know why).

A DM could have a Dragon tell the PCs of this ability, but this should be the rare exception in the campaign, not the rule. Trying to blow through Legendary Resistance in 99 campaigns out of 100 is the players using knowledge that the PCs shouldn't have. Your support of such a tactic via Phantasmal Force means that you support players making metagame decisions. IMO.


Personally, I agree with Celtavian. Unless the DM makes mistakes with a dragon in its lair, blowing through legendary resistance is typically not going to happen in the majority of PC vs. dragon fights at most tables and trying to do so by throwing weaker spells earlier on is obviously metagaming on the part of the players. None of the examples others have made on how to blow through it have been that impressive yet and people have been looking through the PHB for a couple of days now trying to come up with good spell combos against a dragon and have not succeeded very well yet. It's not going to happen in the spur of the moment at a gaming table too often.
 

Your math analysis is dumb. It's a 3rd level spell lot which you don't seem to be taking into account versus an at will attack. Would you spend a 3rd level spell slot to do 6% more average damage? If you roll high and it happens to miss its save, it's using his Legendary Resistance. So don't even pretend the 60% is happening. It has an automatic trump card for the off chance you roll high damage and it misses its save. Take it in. You roll maximum damage, 48 points...all 6s, you have Yahtzee on the roll. Your ecstatic. It rolls it save. It rolls a 1 or 3 and misses. You're thinking....this is awesome. I got lucky and nailed the dragon for a huge hit. DMs says it uses one of its three Legendary Resistances. You do 24 points. It's definitely higher than the cantrip. But about the same for a level 10 Great Weapon Fighter or Archer that hits twice.

It takes all of that to do 24 points of damage. If you were equally lucky with your cantrip. You roll a 20 and you get Yahtzee on your double dice. You do 40 points of damage at level 10.

Like I said, there is no mathematical analysis you can do to prove that a 3rd level slot fireball with a save is a better expenditure of resources against a Legendary Creature that will take guaranteed damage from an unlimited resource fire bolt. It's a losing argument on your part for many, many reasons.

I stated earlier that Fireball was better than Fire Bolt assuming the caster's primary concern is doing damage as fast as possible without regard for using up their resources like spell slots, in other words damage per action, not damage per slot. When you are in a combat where you are expecting to be dead in a few rounds if you don't take down the enemy, you pull out all the stops and throw everything you have into defeating the enemy before it can kill you. That 3rd level slot you save by casting Fire Bolt won't do you any good once you are dead.

And since you seem to be having trouble understanding the math, I'll break it out for you.

Fireball does 8d6 damage. A d6 averages 3.5, therefore the average of 8d6 is 28 points. There is no attack roll for Fireball, so there is no chance of a miss, and likewise no chance of a critical hit. In this situation with your DC 16 and the dragon's +5 save, there is a 50% chance it saves for half damage, and a 50% chance that it burns a legendary resistance to save for half damage. So in 100% of the cases, the average damage will be half of 28, or 14 points of damage on average per casting (100% * 14).

Fire Bolt at L10 does 2d10 damage. A d10 averages 5.5, therefore the average of 2d10 is 11 points. A critical hit does twice as many dice of damage which would result in 4d10 damage (not just doubling the result of 2d10), which averages 22 points. With your +12 bonus against AC 18, you have a 5% chance of landing a critical hit for an average of 22 damage, a 70% chance of landing a hit that is not a critical for an average of 11 damage, and a 25% chance of missing for 0 damage (no matter how many times you claim Fire Bolt is guaranteed damage, it is not guaranteed to hit and therefore is not guaranteed to do damage on every casting). (5% * 22) + (70% * 11) + (25% * 0) = 8.8 average damage per casting, which includes factoring in critical hits and misses.

14 damage (Fireball) is 59.1% more than 8.8 damage (Fire Bolt). So yes, at level 10 the Fireball is doing just shy of 60% higher average damage than the Fire Bolt. I would agree with you if you were saying that Magic Missile is a better use of the 3rd level slot than Fireball since it is a guaranteed hit for a total of 5d4+5 damage (17.5 average), but the discussion was originally Fireball vs. a cantrip.

The odds of landing that critical yahtzee fire bolt you mention is 1 in 200,000. (5% chance per attack to score a crit, and then a 1 in 10,000 of rolling 4 10s on 4d10 crit damage). If your wizard cast fire bolt once a round every round, you would expect to see that 40 point hit occur once in 200,000 rounds, or once in 13 days, 21 hours, and 20 minutes of casting around the clock. The odds of maxing out the fireball for 48 damage are less (1 in 1,678,616), but the odds work out the same on the opposite end of the spectrum for rolling minimum damage, with the fireball much less likely to roll a 8 for damage then the 4d10 rolling a 4. The odds of rolling the extremes don't change what the average damage for a roll is, it just impacts how much a roll is likely to vary from the average (both above and below the average equally). And the odds of rolling that yahtzee crit are already included in the average damage roll as part of the 22 average damage on the 5% chance of a crit.


The rules are basically saying that for some reason the poison and cold from a dragon's breath are not something you can dodge, but their' saying the acid and fire can be dodge? It makes no sense and is dumb. Doubt we'll ever agree otherwise.

The we can agree to disagree. I don't find the Con save for poison and cold breath any less realistic than the idea that a rogue could somehow stand naked in the middle of a house size blast of fire with no cover and without moving out of the area, and somehow be completely untouched. By having some breath weapons target Con instead of Dex, it means the a rogue will need to pay attention to what type of dragon they are fighting, and it leaves an opening in the game design space for abilities like the 3.5 "mettle".

Like what? What was available? You can't buy magic items in this game. So don't pretend that was available.

If getting the magic items you want isn't possible in your game, how did your wizard get a Staff of Power, and why can't the player of the martial do the same thing to get the GM to give them the substantially less valuable Boots of Flying?

We used Fire Shield for one person or you forget the low number of spell slots and inability to make scrolls to boost spell slots. We also had Protection from Energy up on the cleric. And fly. The two spells I'm complaining about. Because once we had those two spells up, we were done casting concentration spells. Both are concentration.

If you really want a devastating spell combination while conserving your slots, have the cleric cast Spiritual Weapon and send it against the dragon, then you use you use a level 5 slot to cast Wall of Force as a sphere around the dragon (can be cast in mid-air and has no save) and the spiritual weapon and then leave the line of sight to make it harder for the dragon to target you with lair actions (freezing fog can only be targeted where the dragon can see, and falling ice can only target creatures the dragon can see). The dragon can do nothing to escape the Wall of Force until either you lose concentration (up to 10 minutes) or willingly drop it, and it can do nothing to stop the Spiritual Weapon from attacking for its full duration (if cast as a L5 spell it is doing 3d8+Wis per hit, and the cleric can be benefiting from bless on the attack rolls). If the cleric's hit chance is as good as yours, you are looking at likely 7 hits doing a total of 21d8 plus 7 times their wisdom modifier damage for a total of somewhere in the neighborhood of 120 damage. Depending on how your DM rules, the cleric may be able to recast Spiritual Weapon inside the sphere since Wall of Force is worded that nothing physical can pass through it, but the spiritual weapon can appear anywhere within range. If the DM rules that the spiritual weapon can't be summoned inside the sphere, I would have issue with them if they also ruled that the dragon could still use lair actions from within the sphere. Even if you only get one cycle of damage like that, you will have done over half the dragon's hit points in damage with little risk to the party. If you can recast Spiritual Weapon inside the sphere, then the dragon will be dead long before the duration of the sphere ends.

Parties that don't work together against powerful creatures die. The wizard cannot stand up to a round of dragon attacks along with a breath weapon. He cannot do enough damage to take it down alone (which I agree he shouldn't). You can't buy magic items in this game like fly potions or scrolls. So you have to cast on the fighter or martials or they sit on the ground. Javelins past 30 feet have disadvantage. Dragons move 80 feet and full attack.

Stop pretending like we're somehow making mistakes. The only thing you can say is we didn't bring enough archers. Sorry, the martial players in my group didn't make an archer thinking the game would be set up like this. In previous editions of D&D you could have fun making whatever type of martial you wanted because you didn't have to have to ranged attacks. The casters could get the martials into action with fly without gimping themselves defensively and offensively.

Martials without decent ranged attacks had the same issue in earlier editions. A 3.5 adult white dragon was over twice as fast (fly 200'), had access to Flyby Attack, Wingover, Hover, and Snatch, and could cast spells as a 1st level sorcerer (mage armor and shield were a prime choices). They could strafe with their breath weapon just like a 5e dragon can, and could get much farther away in between attacks. If they wanted to, they could do a Flyby, use Snatch to grab their target after they hit, use the rest of their movement to fly away climbing as high as they could, then drop the target as a free action at the end of their turn. Even if a wizard cast fly on the martial, the martial would be 140'-160' slower than the dragon. They even had both Spell Resistance and DR 5/magic. That was at a CR 3 lower than the 5e adult white, so would have been encountered a couple levels earlier in the PCs career. And if you want to look at 4e, the popularity of immobilization, slow, and forced movement effects resulted in many situations where PCs couldn't bring melee attacks to bear. Fly in 4e was a L16 wizard daily personal ability with sustain, and Mass Fly was a L22 wizard daily with sustain, so wizards weren't throwing fly on their martial companions until epic levels. The vast majority of my play experience in earlier editions was with melee PCs, which is where I learned the value of having a ranged attack option. I played a melee warlord from 1st to 30th in 4e, and my two longest running PCs in 3.x were a fighter built as a spiked chain wielding gladiator and a duskblade.

I never said that martials had to be archer builds. What I said is that even a melee martial should probably carry a bow or crossbow as a backup weapon, because even if their Dex bonus is 4 lower than their Str, the bow gives them a better chance to hit against ranged targets that are far enough away that they couldn't just move and attack. At level 10 with a +0 Dex, they would be +4 to hit out to 150', and disadvantage to 600'. With a thrown weapon they would be at +8 to hit instead, but beyond 30' they are at disadvantage and can't attack at all beyond 120'. Against an AC18 dragon, the martial would have a 35% chance to hit with the bow (needing 14+), or a 30% chance to hit with the javelin with disadvantage (two rolls needing both 10+). If the dragon was between 121' and 150', the difference would be 35% chance with the bow vs. 0% chance with the javelin, and from 151' to 600' you would still have a 12% chance to hit with the bow. 35% may not be great and 12% is pretty bad, but it is better than nothing at all. With absolutely no change to their class, attributes, or feats and with the investment of a whopping 50gp and 4lbs of weight their ability to contribute in ranged encounters improves. If they had already invested anything in Dex to get the benefits on initiative, skills, and Dex saves, their ability with a bow would be even better.


Did you contradict yourself?

Nope. I said that you should have the choice to create what you want. But I also said you should have to deal with the consequences of that choice and not expect others to make sacrifices to deal with those consequences without you having the courtesy to ask them first. Not all options are equally good in all situations. That's the way it is in the game, and that's the way it is in real life. You are equally free to major in human services or computer engineering, but don't expect the jobs to offer the same pay, and don't expect someone else to make up the pay difference if you choose the lower compensated career path. It isn't an unreasonable level of metagaming to understand that heroes in D&D will likely have to deal with things like melee combat, ranged combat, magic, traps, and flying monsters at various points in their career, so thinking ahead about how your character can survive and contribute to the success of the partyis beneficial, and working with the other players during character creation on how the party as a whole will handle those occurrences is a good thing.

I'm advising never make anything without a ranged weapon that is good over 60 feet. So pretty much a crossbow or bow user. Don't even bother making strength-based characters any longer using swords and axes. Only Dex-based characters or you'll be screwing your casters as they have to figure out how to get you into battle. If you're an archer or crossbowman, you'll never have that problem. That's my advice to you if you never want to be an inconvenience to your casters due to concentration.

Having a ranged option available is good advice. Why is suggesting a martial have a ranged option any worse than suggesting a caster pick spells that are a mix of range and melee, or single targets and AoEs? And just because you have a ranged option doesn't mean that has to be your only option or even your primary option. Archers and crossbowmen have their own issues, they have to worry about running out of ammunition and having melee attackers in their face giving them disadvantage so they should probably make sure to carry a melee weapon just in case. Plus going with a lower strength in favor of dexterity means less carrying capacity and frequently lower armor class.

We don't metagame. We make characters to have fun.

And seeing as how you are posting here about how you aren't having fun, I see how well that is working out for you.

Parties that don't work together, die in our campaigns.

No. We couldn't have. It is not easy at all to find level 10 archers. You think finding level 8 or 10 characters is easy? One breath weapon for low level archers, they're dead. Do you think the dragon is going to dumbly sit there and allow itself to be peppered with archery or fly up an destroy it with breath weapon and then fly on. I don't know if you have a fought a dragon yet, but being able to move 80 feet a round and full attack or breath weapon along any point does not make them easy to control. They have superior mobility to any character in the party.

You are right. Team work is critical. A party that works well together is greater than the sum of its parts. And parties where the members both work well together and have complementary abilities to minimize weaknesses that their enemies could exploit is even better.

If the dragon is flying moving 80' with melee attacks in the middle, then it should be around 40' away between attacks. In that case, it won't have targets close enough for tail attack or wing attack legendary actions. If it is close enough for those actions, then it is also close enough to be vulnerable to reach and/or thrown weapons. If it is making a full attack, then it is close enough that when it moves away it will draw an attack of opportunity. The dragon's freezing fog is big, but smaller than the breath so if the party has spread out to reduce exposure to the breath, it will only get one or two people with the fog. There are some disadvantages to spreading out, but letting the dragon hit multiple targets with its most powerful attack at no additional cost will drop PCs quickly. I've said many times that yes this is a brutally hard fight, but part of that is that this particular fight is not one that your party is well suited for. That happens, I don't think I've ever seen a party that didn't have something that they had trouble dealing with.

Yes. We interacted with her. She gave us some nice scrolls. I added quite a few nice spells to my spellbook.

To our knowledge use of a scroll does not obviate concentration. So even if you cast a spell off a scroll, you're still stuck concentrating. All it does is save a spell slot. Unless of course you know differently. If you do, let me know.

Then your party didn't get what they were supposed to get from her.
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She should have given you a ring of cold resistance and two arrows of dragon slaying that she crafted, as well as being a source for extensive knowledge of the dragon and its capabilities. I'm sure having another party member who was taking half damage from the breath weapon, freezing fog, and any other cold creatures and environmental effects would have been useful. If there is even one person in the party who is reasonably competent with a bow (maybe a rogue or even a bard), the arrows will give them a decent chunk of extra damage. The arrows do an additional 6d10 damage (DC 17 Con save for half) to the dragon and their magic isn't expended if they miss. I assume the dragon will make its save, but even making the save the arrows will do an average of an extra 16 damage each on top of any damage the attacker would normally do. And if the attacker was a martial with extra attacks, both arrows could be fired in a single attack action.

Also if the DM felt the party was outmatched and wanted to give them something to help balance the encounter, this would have also been a perfect opportunity to do it since the NPC was already established as being capable of producing magic items.
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Karinsdad,

I gave up on discussing the subject with emdw45. There's always a few guys on any forum that think they know better how things work than other people. I always read early on and then wait until I personally experience it. Just like with anything, theory doesn't mean anything once the bullets start flying.

There are all kinds of logistical issues with magic. You don't have any time to burn down Legendary Resistance casting spells that "help the party while hurting the creature." Not many of those spells exist and you need to get in action quick and hard or the dragon will out damage the party and kill everyone. That is my experience. Same with the non-dragon legendary creature. If I hadn't layered on some damage, he would have killed the fighter in two rounds.

Then there are the concentration problems. They are not just spell limitations. Wizards are practically forced to take either Warcaster or Resilient Con. Otherwise you have a 14 to 16 Con and a +2 to 3 Con save. Concentration checks for even 1 point of damage are DC 10. That means you only maintain concentration on a 7 or 8 or better. That is 65 to 70% of the time on any hit that allows a DC 10 Con save. Between lair actions and legendary actions, you have to make one or two concentration checks a round against a Legendary Creature a lot of the time.

I bought Resilient Con because I wanted a good Con save for other purposes like cold and poison attacks. Cleric bought warcaster. I think the bard bought Resilient Con. Losing concentration at higher level when spells like fly even on multiple targets requires touch and protection from energy requires touch means you don't want to lose it and then try to move into melee combat range to get it back up.

It's a much tougher game on casters. I'm still trying to figure out the best means to bring my magic to bear on a Legendary Creature while maintaining a flexible spell list for dealing with other dangerous threats and the odd non-combat problem we have to deal with. That's why I always have to chuckle when I get these suggestions about how to use my spell resources as though I can prepare my list solely for the legendary dragon, when there are other concerns than the single legendary creature that must be taken into account when preparing a spell list. What if the creature has minions with him? What if you have to kill all his lair guardians on the way to him? What if there are serious terrain issues within the lair to deal with? The martials can't handle these types of problems. For all their great damage dealing capabilities, they are still very limited in what they can do. It's up to the casters, usually the wizard, to have the proper spell selection for dealing with the variety of combat and non-combat problems that a party must deal with.

One example is see invisibility. I didn't have this spell memorized because of the limited spell selection at level 4. Then we fought an invisible creature. It was tearing us up and not even legendary. I have never taken that spell off my memorized list since that fight. An invisible mage able to move, cast, and move is hard to pin down. Misty Step I keep on their for similar reasons having dealt with difficult terrain and harsh AoO attacks from tough creatures. It's a different world for casters now, that is for certain. I'm still in the learning stages of 5E caster mastery.
 
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The discussion on Phantasmal Force is a red herring. It has nothing real to do with a real fight with a dragon.

Phantasmal Force is a joke against a Dragon. Your example of a Phantasmal Force Web spell. If a Dragon falls through a Phantasmal bridge, it flies through a Phantasmal Web spell. The Web spell is not there. Such an illusion does nothing. The Dragon assumes that it pushed through the web, just like any creature that saves against a normal web spell.
This is not accurate. Read the spell description - the creature thinks and behaves as if the phenomenon is real. The example of a victim falling through a Phantasmal bridge happens SPECIFICALLY because the victim acts appropriately on their belief. A dragon (or anything else) caught in a Phantasmal Force-Web feels the stickiness of the webbing on its body, feels the tension of the strands on its limbs, smells the adhesive (or whatever spider web might smell of) coating the webbing, rationalizes ways in which it is entangled. It doesn't just try to flap its apparently entangled wings out of the webbing any more than a PC typically walks straight into a wall of force*, ice, or stone that appears when a caster waves their hands without good reason to suspect an illusion. Escape attempts from nets, grappling foes, restraining spells use an action, not mere movement. A strong creature might try to ram an apparent wall with the intention of knocking it down, might ignore an elemental that doesn't seem to inflict much damage, might examine a creature after an attack or two fails to hurt it, might investigate webbing that appears to be holding it without being attached to any floors or ceilings, or why a cage is floating in mid-air.

ETA - Re: Wall of Force, presuming that a creature has some way of visualizing a Wall of Force...
 
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