Faolyn
(she/her)
By 20th level, a damage-dealing cantrip is doing (as far as I can tell) about as much damage as a fighter is, if all of the fighter's attacks hit. So a fighter is getting four attacks per round with, say, a longsword held in both hands (1d10 four times) while a wizard is chucking fire bolts that do 4d10 damage once. Now, the fighter is probably adding +5 to damage due to Strength and another plus due to magic, but they also have to hit four times, and that may not be a given depending on the AC of their foes (plus the four chances of rolling a nat 1). Here, the main advantage is that the fighter can target up to four different foes (or more with an action surge) where the wizard can only target one with their fire bolt--but without that action surge, the fighter and wizard are doing somewhat similar amounts of damage, and this is just with a cantrip.Sorry if I misunderstood. As far as how long? Well, how many turns does the wizard have to rely on lower power spells or cantrips?
I think it's great that cantrips scale as you level, but I also think that maybe all fighters should've had something like an extended crit range as they level up. Or something like that. Or that they should have had maneuvers like Level Up does.
I definitely agree on this. But it sometimes feels that the game itself is built around flashy.So I don't know how to make a valid comparison. I also don't see the point that @Minigiant was trying to make. People seem to be so obsessed with big boom spells like this but the major turning points in my campaigns rarely turn on things like this. It's the decisions made by the players, the alliances forged, the enemies made over time. It's the fighter holding off the BBEG so that the rogue can disarm the doomsday device. It's not about being flashy, it's about contributing to a shared story as part of a team.![]()