D&D 5E Are Wizards really all that?

The DM is always deciding the fiction. If you need to get from A to B and it's important to the campaign you will be able to get from A to B.
What happened to "tactical infinity"?

A DM that sets up important goals that cannot be achieved is a bad DM in my book.

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The DM always decides the scenario and decides if the group needs to get somewhere that is a mile away or 10,000 miles.
I don't think these claims are true of 5e D&D. They're certainly not true of D&D in general - 4e D&D, for instance, has player-authored quests - and I think that 5e D&D is supposed to be able to (roughly) emulate other versions.
 
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4e had something for shadar-kai at level 1, to move thru solid objects. No problem.

Gamewise, there is little difference between phasing thru a wall and kicking a door.

Besides, there are trivial ways to block such "plot breaking" effects as divination, flying, phasing, and so on.

Make low-level spells like Protection from Planar (Evil and Good) able to routinely screen a room from divination, planar travel, ethereal phasing, etcetera. If cast every day for a year, the defensive effect becomes permanent.

Create an equipment akin holy water called "holy salt". Anyone, whether Wizard or Fighter or Rogue, can pour the salt in a circle to block planar penetration, or line the walls of a room.

And so on.

Make these tools available so the DM has a normal trivial way to protect the content of certain rooms, in order to surprise the players.

Make these tools available, so the players can have characters that can do cool stuff, like phasing thru walls and flying! Characters should do this stuff.

If for some reason the DM needs to safeguard something, there is a normal way to do it.
I’m more concern for plot never ever revealed than plot breaking. So I’m perfectly fine for tools that force DM to share their precious plot!
 
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That time you didnt die because your party teleported out from under tpk may be situational but it definitely elevates the wizard value.
If that ever happens, I'll let you know. Hasn't yet in decades of play.

Meanwhile that encounter that could have been a TPK except the fighter could take the hits second wind and action surge does happen. Or the rogue critting on a sneak attack. Or ... well a bunch of turning points, including a wizard pulling the metaphorical rabbit out their hat.

But the miracle teleport save? Nope.
 

Sure and I think that is how 1E was designed.
Only arguably - and then only post Unearthed Arcana. Without Weapon Specialisation fighters suffer badly against clerics.
I don't think the PHB ever says or suggests all classes are equal and I for one have never assumed they were.
What is the purpose of levels other than a measure of power? What does challenge rating imply other than that characters of the same level are roughly equal in power.

In TSR era D&D this was counteracted by different classes levelling up with different XP. But at least from 3.0 in 2000, more than 20 years ago this has not been the case and challenge ratings that are supposedly equivalent and that just rely on PC level for balance without mentioning class have been a thing.
Cosnidering all three phases of the game and with Tashs's new rules Rangers are mechanically more powerful than Barbarians, Paladins of Fighters. Old stereotypes die hard and there are lot on this board who look to the PHB Ranger which was underpowered compared to these classes.
Rangers are mechanically more powerful than barbarians and fighters. This is because they are roughly equal in combat - but without spells or significant non-combat abilities fighters and barbarians alike are glorified commoners at any problem where the solution isn't to hit your foe until they stop moving.

The thing is that the PHB ranger wasn't significantly underpowered compared to the PHB fighter and barbarian. The Tasha's ranger didn't gain much, if anything, in the way of damage abilities. Favoured foe is still probably weaker than Hunter's Mark and doesn't stack with it.

What the ranger was was hard coded with no room for shenanigans. A sixth level ranger knows four discretionary spells. Every single pre-Tasha's ranger I have ever seen made their first spell Hunter's Mark because they needed it to keep up with their damage. They made their second spell healing because it is that useful (normally Goodberry, occasionally Cure Wounds) and they wanted to be a team player. And they made their fourth Pass Without Trace for exploration or Spike Growth for combat. Leaving not much.

Now? They have actual spell variety and customisation. Their combat hasn't improved (indeed some are worse thanks to no Hunter's Mark). But with things like Expertise and the rest of Natural Explorer, Beast Sense, and Beast Speech they are the explorers rangers should be, rivalling the rogue, and still hold their own with the other martials in combat.

And paladins are just fine. They nail the combat pillar, including having the best saves in the game and are high Cha socialites with healing and spells to support them.

The class that really lags because it doesn't scale is the barbarian. They're awesome at tier 1 - but Rage falls off badly because elemental damage becomes much more common at high level. And the Barbarian level 11 "mini-capstone" will protect you from three papercuts. It looks a lot better than it is.
Rangers are a class who gets extra attack and has nearly as many spells a day as a full caster while also having more skills, expertise, class abilities, d10 hit dice and top notch subclass abilities (on the better subclasses).
The thing is ranger spells are lower level - and they only get "nearly as many spells per day" if you count the very situational Beast spells. So they are nowhere near as good at casting. Rangers are able to hold their own with casters because they are half-casters with a huge grab bag of abilities. But they aren't notably good compared to full casters. The non-casters need to be brought near their level.
 

Or ... well a bunch of turning points, including a wizard pulling the metaphorical rabbit out their hat.
Its is another rabbit in their hat.. and one that can be used many ways not just as get us to the dm planned event. The claim is that the Wizards versatility is basically too many rabbits.

People do not like "escaping" much.... it's not heroic.
 
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Yeah.

The spell Teleportation Circle is a fun prop for a setting, but it has little or nothing to do with how powerful a Wizard or Wizards party is.

The circle remains just as difficult to get from the destination circle to whatever "unfamiliar" location has the adventure.
Now to me this comment speaks volumes about how much you restrict the adventures you use, possibly entirely warping them around the wizard. Off the top of my head:
  • The PCs never decide they are outmatched (or just keep rolling badly on saving throws) and need to bug out from somewhere there isn't a teleportation ward
  • Either the PCs do not have a home base where they can put things like permanent teleportation circles or their home base is never under threat
  • No NPCs are ever going to find the PCs are out of town (or lure them out) and use the fact that they are known to be a week away to carry out their plans without interference
  • Either the PCs do not have rich and powerful allies (like kings and queens) who can afford permanent teleportation circles or there is never anything like a palace coup that threatens these allies.
  • When the PCs have cleared the distant dungeon or rescued the hostages there will never ever be rival NPCs trying to steal what they have rightfully stolen on the way back.
  • No enemy will, for logistical reasons, launch an attack against two towns the PCs care about at the same time.
Indeed all adventures will take place in areas the PCs haven't been to before and have no emotional connection with and they are all discrete adventures rather than a connected plot with a component that involves racing against time.

Me, I prefer a more lived in world where by the time the PCs reach ninth level at least some of them are important and famous. And in such settings Teleportation Circle makes the whole party much more powerful.
 

they are all presented in the same way in basic alphabetical order with the same pomp. All of them are an equivalent opportunity cost, with the same Proficiency bonus progression and XP progression and they all have 20 levels. You'd have to be reaching REALLY far to, as a newbie coming to this game for the first time, think "Oh there must be more powerful classes". WE know which ones are more powerful because WE are obsessed nerds who argue about numbers on the internet, but a casual first timer? He's not gonna know the Ranger is badly designed and the Monk is a MAD nightmare and the Wizard spells are busted just as a glance.
Hmm. I'd say most people familiar with games of any sort that feature heterogeneous choices (MOBAs, fighting games, strategy games, etc.) are going to be aware that the choices might strive to be as balanced as possible, but that true balance is essentially impossible. Character tier lists are ubiquitous in fighting games and MOBAs for a reason!

Now, that's completely different from a product not indicating such disparity if imbalance is a design intent as opposed to just a natural consequence of design with deeply varied options. But I don't think casters exceeding non-casters is truly the intent, I just think it's the outgrowth of 50 years of design tropes within D&D hardening over time.

And really, most gamers don't make choices based on power until you get to the very highest tiers of competitive play, which TTRPGs don't really feature. That's why fighters still outnumber paladins in the D&DBeyond stats, despite paladins being fairly obviously better. People are choosing tropes over power. Even if the PHB labeled fighters as "Average" power and paladins or wizards as "Strong", I don't think the numbers would shift as much as you might expect.
 

Its is another rabbit in their hat.. and one that can be used many ways not just as get us to the dm planned event. The claim is that the Wizards versatility is basically too many rabbits.

People do not like "escaping" much.... it's not heroic.
Every class contributes to the game in my experience. Different PCs shine at different times. Certain players probably shine more often because some people just don't care to get the limelight but it doesn't matter what the class is.

I've seen many things occur to "get PCs out of a DM planned event". They simply aren't unique to any one class. If I'm DMing I'll join in on the fun when the fighter stands their ground giving the rest of the party the chance to counterstrike or the bard makes that super high persuasion check or any number of events that have turned expected event on their head. Wizards don't have a corner on the market, don't always have the game changing spell prepared or don't always have the slot to cast that spell if they have it.

Turning points happen. They don't happen more often because the wizard casts a specific spell than any other class.
 

Turning points happen. They don't happen more often because the wizard casts a specific spell than any other class.
I'll be honest, we just have completely different game experiences then. Every game I've played in for the last 30 years, the caster players have been the overall drivers of the narrative once they start getting a fair amount of utility spells. Warriors contribute, but they don't drive the car.
 

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