Vaalingrade
Legend
As is the weird stalking, bro.Get a grip. It's your own fault if you forget that things can jump. And this vendetta is getting frankly bizarre.
As is the weird stalking, bro.Get a grip. It's your own fault if you forget that things can jump. And this vendetta is getting frankly bizarre.
What?As is the weird stalking, bro.
I thought the bolded bit is what I said in the OP.TLDR: option 3 is that grease and other non-concentration non-damage spells tend to be very mediocre on low level wizards, while becoming relatively stronger on higher level wizards primarily through spell and slot proliferation, high scaling hp of enemies, and non concentration status. Even then, such non-concentration spells most often serve as helper spells to the more generally strong concentration spells and very rarely are situationally strong enough to use by themselves in any encounter of note.
I'm not sure about this.Grease specifically is fine balance wise because all it does it make it slightly easier for the PCs who do lots of damage to do that damage. Accuracy is already high so advantage is not really as much as a big deal as it may sound (unless you're fighting something overlevelled or with unusually high AC. Monsters main defence is bags of hit points.
And it's usually going to be the Martials to do the damage and take advantage of Grease.
A character that gives other people the chance to be awesome is not really much of a balance problem.
Grease is not a very effective spell. It is ok/good if you are fleeing, and it can cause an enemy to go prone, but it can also cause allies to go prone and affects ally mobility as much as enemy mobility. It is mediocre unless you have a chokepoint and the enemy must (and will) come through. Even it you are in a hallway and cast it on the floor blocking the entire hallway, the enemy can just back up around the corner and waits for the spell to end. Then either you go through it or you just wasted a spell.This thread prompted me to read the 5e Grease spell. Here's the core effect of the spell:
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
To me, this seems a microcosm of the issues with balance in contemporary, non-4e, D&D play.
The effect is of (roughly) equal utility at all levels - being prone is a debuff that costs movement to overcome, and there is no general tendency of higher-level NPCs/monsters to have immunity to the debuff (eg flying) nor to have more of the resource used to overcome it (ie movement rate). (The fact that the 5e movement penalty to stand from prone isn't as severe as in some other editions doesn't change the fact that it is a penalty that facilitates mobility-based tactics on the player side, as well as an immediate debuff against close combat attacks.)
But the cost - the expenditure of a 1st level spell slot - reduces dramatically with level, particularly given Arcane Recovery, and at the highest levels of play Spell Mastery. (This is the contrast with 4e - an encounter or daily power is an encounter or daily power, and there is no particular class build that reduces this to a negligible resource cost.)
It therefore seems to me that this ability is broken, and to be honest obviously so - given that other characters (especially rogues and fighters, who are notionally meant to be useful in fights) do not get similar AoE debuff abilities that become trivial in cost as level goes up. The only way in which this spell seems not just as broken as the 3E version is that it is save-based - and so that aspect may, though need not, scale with level on the defensive as well as attacking side (whereas in 3E it was skill-check based on an obscure skill (Balance) and so almost certainly didn't scale).
This may be a particularly pointed example, but I think it generalises to other effects that generate meaningful debuffs at an ever-reduced resource cost as the caster gains levels. And given this context, I really don't see how there can be caster/martial balance.
If it had no concentration and it lasted for 8 hours I think it would be a good 5th level spell. Usually there are not a lot of saves in one day that you fail, but when you do fail it is usually bad.Finally, Indomitable would be awful as a spell. Fighters get it at 9th level, so I would assume it would be a 5th level spell that allows the recipient to reroll a single failed saving throw during the duration, then the spell would end. I don't see many spellcasters using it, even if it has no concentration. The upcasts would be granting 2 rerolls in a 7th level slot and 3 rerolls in a 9th level slot, which is incredibly weak. This is actually pretty good proof that Indomitable as written is a weak ability for the fighter to be getting at 9th level.
Except that--and this is critical--grease isn't "make one single enemy potentially fall prone, one time." It creates a persistent hazard, no concentration required, that provides one automatic effect in the area (difficult terrain) and one repeating effect on all creatures in the area (Dex save or fall prone).The cost is not just your 1st-level slot, its also your action economy to cast it. Every action you take could have been a different action with wildly different consequences for your spells. You could have done up to 4d10 damage through your cantrip. You could have casted Magic Missile. Or you could have casted your higher-level spells to ensure that the fight would be much shorter than it might otherwise be.
Is...that actually accurate? Are so many enemies truly not actually at all moving along the ground?There's also the fact that there's so few creatures at high level that rely on regular ground movement to move. Its usually flight, burrowing, or some other form of movement. So its already pretty rare this spell will be too useful.
They can potentially prone one thing. Maybe. If they're lucky.Martials can knock prone without even needing a resource. It just costs them a single attack (not attack action) on a turn to attempt it. Does that make martials more broken than grease?![]()
Put your math where your mouth is. Write up these spells. Let's see what people think about them.Third thought,
I really think if we created wizard spells of some of what the fighter could do at will that those things would get called OP. It's almost like if you list something out as a spell, that makes it 10x stronger than if you list it out as something a martial can do. There's an instant difference in perception around such effects regardless of how strong they really are.
No, see, you've missed a key point here. As a spell, compared to the vast universe of other spells, grease is pretty weak.This really makes me question the validity of the whole premise of the caster/martial complaint thread.
Grease, is OP? Sure, buddy...![]()
Except that that's not what action surge does. Action surge lets you take another standard action--and you can only use it once a day (twice at very high level). That's 5th-level spell or above. And yes, I'd say action surge could be argued to match a 5th-level spell, since it is one of the more powerful combat abilities in the game, and some spellcasters do actually dip Fighter just so they can get it (actually, you'd usually start Fighter for the Con save proficiency and heavy armor, then flip to whatever caster class you actually want to play--Bard is a strong choice here since it gets very minimal benefits from its max-level features).However, fighters also get action surge. A 1st level spell that allows the spellcaster to cast 2 spells on the same turn? That would be called overpowered.
Wizards don't cast healing spells though, so that's kind of a specious example--remember that the school of Theurgy didn't make it into actual play. Let's consider Bard instead, since that's a full caster who explicitly gets healing stuff. So, we have this...let's call it burst of vitality spell: a first-level, self-only, reaction spell (so it doesn't run afoul of the "used a bonus action spell = can't cast anything but cantrips" rule) that heals for 1d10+class level would be...decent. Definitely worth considering if you're a melee Bard. But is it much better than shield? Both spells are reactions. The burst of vitality spell is a bit trickier to get best usage out of, and is at least in part dependent on a die roll (average level+5.5 HP), but it definitely does do something no matter what as long as you've actually taken damage, while shield is much more reliable in terms of direct effect (+5 AC), it's just not guaranteed to be worth casting (though Mearls has explicitly said that shield isn't supposed to be "wasted"--the player is supposed to know whether casting it would make a difference, which heavily mitigates the no-guaranteed-protection angle).Second wind: A first level spell cast as a bonus action that heals a wizard for 1d10+class level? And can be cast when we cast other spells?
Given it is a game, "they're fun" is not a defense, it is an absolute bare-minimum requirement. If a class weren't fun, there would not need to be any discussion about the mechanics or balance--the class would be flatly unacceptable.I've played all of the classes except artificer for prolonged periods covering at least through level 13, and usually above 17. THEY'RE ALL FUN. THEY'RE ALL (at least) EFFECTIVE.
I have played a diverse sample of 5e classes. (Fighter, Sorcerer, Bard, Cleric, Monk.)These threads are all ridiculous once you get a chance to play a diverse sample of 5E classes. You'll see this is usually just a bunch of people saying "the grass is greener" about something else, or people that have DMs that build/rule to favor certain situations, or people that just don't know the rules. Usually, but not always.
Where is this 4d6+10 coming from? I'm not familiar with any weapon that does that much damage, but I don't claim to be an absolute expert on 5e rules. Keep in mind, though, that I don't think it's at all fair to count things like feats. Feats are both optional, and not actually part of the Fighter class. Extra ASIs are, but the feats themselves are not "what the Fighter can do at-will," they're "what the Fighter can do at-will after investment," which makes the comparison no longer apples-to-apples. The Wizard didn't need to spend a feat to be able to cast fireball.A level 11 fighter can attempt to prone an enemy and do 4d6 + 10 on hits at will.
I have used it in combat and have it on one of my characters and actually regret it (it will be dropped from what I prepare when I get two more level 2 spells).Except that--and this is critical--grease isn't "make one single enemy potentially fall prone, one time." It creates a persistent hazard, no concentration required, that provides one automatic effect in the area (difficult terrain) and one repeating effect on all creatures in the area (Dex save or fall prone).
If used with even moderate skill, and I think it's reasonable to assume moderate skill on the part of every player, you're getting at minimum a couple of targets that potentially fall prone and some solid area denial. If you're lucky, you've just proned multiple targets and made your squishy self (and squishy friends) unreachable for a round or two.
Pretty sure they can prone as many things as they have attack from the attack action, though there could be some limitation on there that we ignore.They can potentially prone one thing. Maybe. If they're lucky.
Apples to apples only works when everyone has apples. Otherwise you just goina have to live with comparing the closest things to apples we have.Maybe make some apples-to-apples comparisons instead of being so blithe and sarcastic?
I'm not using feats. At level 11, 3 attacks with a greatsword is 1 shove attempt + 2 attacks @ 2d6+5 damage each (24 avg total). We could look at TWF using this same technique and it would 4 attacks with shortswords for 1 shove attempt + 2 attacks + 1 bonus action attack @ 3.5+5 damage each (25.5 avg total).Put your math where your mouth is. Write up these spells. Let's see what people think about them.
Where is this 4d6+10 coming from? I'm not familiar with any weapon that does that much damage, but I don't claim to be an absolute expert on 5e rules. Keep in mind, though, that I don't think it's at all fair to count things like feats. Feats are both optional, and not actually part of the Fighter class. Extra ASIs are, but the feats themselves are not "what the Fighter can do at-will," they're "what the Fighter can do at-will after investment," which makes the comparison no longer apples-to-apples.
Gonna have to stop you right there. That's not the class. That's a class that sunk two feats into something. No longer apples-to-apples when comparing "what can spells do" with "what can Fighters do," unless we start looking at spellcasters who have also spent two feats to enhance their casting abilities.Also, if you want an example of a martial character messing with the movement of enemies through tight corridors, a fighter-type with Polearm Mastery and Sentinel
Okay, whatever else I may think about this thread, this is hilarious and totally worth the price of admission.I'm just imagining how lame this example looks in the fiction.
The hero looks back at the plodding giants and gets an idea! They cast grease--that will slow the blighters down!
giants all ballerina leap over the grease, one even lifting another over them like a doubles iceskating team
The hero wonders why the gods hate him so much
That's....still not super great for a 5th level spell, seeing as how you only get two or three of those a day (up to five, if you're a Wizard or Land Druid, though realistically no more than three, since you only get that third 5th-level slot at level 18, and only get the ability to regain two 5th-level slots at class level 19). Spending a third to a half of your most powerful "repeatable" spells for the day to merely reroll--not succeed, just reroll--a couple saves? Not a great tradeoff, unless you're really afraid of what might happen if you fail any saves at all.If it had no concentration and it lasted for 8 hours I think it would be a good 5th level spell. Usually there are not a lot of saves in one day that you fail, but when you do fail it is usually bad.
I would, personally, say that that means you're just seeing how niche the spell's effect is. As I very clearly said in a different part of the post you quoted, grease is not a good spell overall. But it's much better than shoving. Much as, for example, sleep is a LOVELY spell...at 1st level, and rapidly declines into "not worth the ink it's written with" territory by 5th level or so.Generally in terms of positive effects for the party it is exactly what your first statement says - make one single enemy POSSIBLY fall prone.
It looks like you're correct. I had read the PHB rules--"If you're able to make multiple attacks with the Attack action, this attack replaces one of them," emphasis mine--as meaning you could use exactly one attack to shove, no matter how many attacks you might have. Assuming you allow Crawford tweets as official commentary on the rules, he has clarified that it is any number of attacks. But you still have to make multiple attempts at it--and you get at best four chances (for an extremely high-level fighter!) if you have four things adjacent to you. That's definitely not going to be any easier than getting four things in a 10-foot square!Pretty sure they can prone as many things as they have attack from the attack action, though there could be some limitation on there that we ignore.
Then my argument is that you are, rather plainly, making apples-to-orangutans comparisons, when you could be doing apples-to-pears instead.Apples to apples only works when everyone has apples. Otherwise you just goina have to live with comparing the closest things to apples we have.
You said "on hits." This is not "on hits." This is "if you hit with every attack." Of course things look far rosier for the martials if every attack is a guaranteed hit!I'm not using feats. At level 11, 3 attacks with a greatsword is 1 shove attempt + 2 attacks @ 2d6+5 damage each (24 avg total). We could look at TWF using this same technique and it would 4 attacks with shortswords for 1 shove attempt + 2 attacks + 1 bonus action attack @ 3.5+5 damage each (25.5 avg total).
My math has, repeatedly, shown otherwise, so I'm curious how you reach this point.*Sword and Board is almost identical to the Greatsword in damage dealt.
I literally already did that, at least for Second Wind/"burst of vitality," and found it pretty clearly wanting in this "holy balls this is so overpowered it should never have been printed" territory.If you were to write out spells with just effects the fighter can achieve with their actions, both at will and with resources expended they would turn into exceptional spells with feats/magic items added in.
Its a cost-benefit analysis with emphasis on spell-slot preservation, which is fine. It doesn't make grease horrible. My main point really isn't that grease is some bad spell, my point is that whenever you're making this analysis and you're doing so with skill, you'll recognize that a fireball has the potential to end multiple creatures immediately or make it easier for martials while a grease has the potential to prone multiple creatures.if you're playing with even moderate skill, you're trying pretty hard to expend every slot you've got, so the fact that you chose to use grease now and not fireball simply means you expected to get more utility out of that 3rd-level slot later than you would right now. That's not a cost, that's an analysis.
I mean, if we look at the high-level monsters that are likely to be faced:Is...that actually accurate? Are so many enemies truly not actually at all moving along the ground?
Because if so, you've just admitted a FAR worse problem for non-caster characters than the power of spells. The game prices melee characters out of play. That's not a good thing.