FrozenNorth
Hero
@Maxperson
Here is the claim I was pushing back on:
In response, you have provided three quotes of other posters who you claim are arguing that a wizard, with the proper mix of spells memorized, can beat the rogue at stealth, exploration and social, beat the cleric at cleric stuff, beat the fighter in combat, all in the same day.
Quote 1 (Minigiant)
He is not stating that they will beat rogues at stealth, beat fighters at single target damage and beat clerics at healing, all at the same time.
So, do you disagree with @Minigiant 's actual argument, that if a wizard that can fulfill its traditional role and still has 20%-40% of its slots and prepared spells left over to fulfill other roles, the wizard class is overpowered?
Quote 2 (Cruentus)
So, do you disagree with @Cruentus 's actual argument that the fact that if a party of 4 wizards is as good or better at dealing with exploration, social and combat challenges than a party made up of a fighter, a wizard, a rogue and a cleric, then the wizard class is overpowered?
Quote 3 (Gammadoodler)
@Gammadoodler 's post also doesn't state whether he is assuming 6-8 combat encounters per day. Despite your often repeating the guideline that parties should face 6-8 encounters (not combat encounters) per day, the rules provide that characters recover their abilities on a long rest, regardless of the number of encounters they have faced in the day. Furthermore, the actual adventures put out by WotC don't support that 6-8 encounters per day is the average.
Here is the claim I was pushing back on:
Show me with starting wizard spells, plus 2 new spells per level, how you can have the proper mix of spells memorized to beat the rogue at stealth, exploration and social, the cleric at cleric stuff, the fighter in combat, all in the same day. Lay out which slots are used for which spells and how they defeat all those other classes at their specialties, because I'm not seeing it.
In response, you have provided three quotes of other posters who you claim are arguing that a wizard, with the proper mix of spells memorized, can beat the rogue at stealth, exploration and social, beat the cleric at cleric stuff, beat the fighter in combat, all in the same day.
Quote 1 (Minigiant)
@Minigiant literally states that the wizard won't be as good as specialists at their role, but that they will be decent. So @Minigiant is stating that a high level well-built wizard has plenty of slots to fulfill their role, and still maintains a bunch of extra slots and extra prepared spells to participate in other roles or pillars.Sure it can.
A 15th level wizard has 20 spell prepared, 4/3/3/3/2/1/1/1 slots, 5 cantrips, recovers 7 levels of slots, has a ritual book, some magic items, and has a subclass.
Only combat roles are resource intensive and the wizard is bad at 2 of them. Devoting a 2 cantrips and a few slots to Damage, A few to Control, and a few to Support still leaves you with 20-40% of your slots to Explorer, Lockpick, Sage, Scout, Utility, and Face.
The wizard won't be as good at these roles as other classes but they'd be decent or better at them.
He is not stating that they will beat rogues at stealth, beat fighters at single target damage and beat clerics at healing, all at the same time.
So, do you disagree with @Minigiant 's actual argument, that if a wizard that can fulfill its traditional role and still has 20%-40% of its slots and prepared spells left over to fulfill other roles, the wizard class is overpowered?
Quote 2 (Cruentus)
This is even further from the position you are arguing against. @Cruentus is talking about an entire party of spellcasters, not a single spellcaster playing all 4 roles by themselves.The only role it can't fill simultaneously on the team is healer, a la a cleric who might use healing during combat, which as everyone knows is sub optimal... But since every character has the ability to heal with a short rest or heal everything on a long rest, its actually a rather unnecessary "role".
I've DM'd entire parties of spell casters, and they did perfectly well without any of the other "roles" present. That's either a bug or a feature, depending on your view. Its a bug in my mind. No niche protection, no clear role, everyone casts magic, everyone just as able to damage/absorb damage/remove social and exploration pillars/exit stage right quickly, etc. No real downside.
And, if you add in a level 2 (Oooh! A whole 300xps needed; the horror!) or so dip in fighter - extra HP, action surge, and second wind rolled in too...
So, do you disagree with @Cruentus 's actual argument that the fact that if a party of 4 wizards is as good or better at dealing with exploration, social and combat challenges than a party made up of a fighter, a wizard, a rogue and a cleric, then the wizard class is overpowered?
Quote 3 (Gammadoodler)
@Gammadoodler 's post is the closest to the position that you are arguing against. Note that even @Gammadoodler doesn't go as far as saying that the wizard can beat other classes at their game.I'd argue that the "problem" is three-fold.
For the rogue, wizards starts with invisibility, knock, and find familiar but then they start start getting scrying, arcane eyes, skill empowerments(!), etherealness, misty step, fly, dispel magic, etc. etc. etc.
- The number of classes a wizard can replicate over time increases with level
- The gap in performance between the purpose-built class and the classes it can choose to replicate narrows or evaporates with level
- The flexibility of prepared spellcasting means that wizards can bounce between roles on a daily basis.
There's some similar progression in the damage niche. The bladesinger "not being a wizard" because they are replacing a melee damage dealer still has a full spellcasting progression worth of spell options they could use if they weren't slumming it.
At high levels they can be 2-4 men on the team.
@Gammadoodler 's post also doesn't state whether he is assuming 6-8 combat encounters per day. Despite your often repeating the guideline that parties should face 6-8 encounters (not combat encounters) per day, the rules provide that characters recover their abilities on a long rest, regardless of the number of encounters they have faced in the day. Furthermore, the actual adventures put out by WotC don't support that 6-8 encounters per day is the average.