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<blockquote data-quote="TheSword" data-source="post: 9587761" data-attributes="member: 6879661"><p>The section you quoted about action economy didn’t mention false life, mage armour or shield. They are only the very basic protections that do not make you tougher or harder to hit than other characters. Those spells just bring you up to a base acceptable level that most other characters get just by putting their leathers on. This section is talking about real protections - Mirror image, protection from evil etc, that make a meaningful difference. Also the set up spells you need to gain bonus action effects. You haven’t answered the action economy question at all. </p><p></p><p>So many assumptions made here.You totally ignore the opportunity cost of using your highest slots for false life. Once you’ve burnt through your 3rd level wizards 14 hp (hp that preclude them getting temp hps from any other sources) you now need to refresh it with another action. Unlike a barbarians rage that keeps on working until dead. If anyone else in your party has Inspiring Leader (a great feat so likely) you now are getting Lvl+Stat less benefit from false life.</p><p></p><p>When you say all your slots, you mean the small handful of slots? These slots are needed to actually do stuff. The 1st level slots are just keeping you level with other characters. The 2nd and 3rd ones are the actual benefit of being a wizard. You’re talking like having a handful of spells per day is a great and generous blessing. Even if you cast one spell per round (you can cast much faster with bonus and reactions) you are getting a few rounds of combat worth of spells. This is assuming you haven’t used utility spells outside of combat.</p><p></p><p>You need to know what spell you need in advance. If you get lots of telegraphing from your DM that’s helpful. If you don’t then you still need to guess. It’s a neat power that means I might actually get to cast knock or arcane lock. Because I would never actually prepare that spell otherwise.</p><p></p><p>As I said, losing the spell is only part of the problem. Though at the higher levels where you have maxed int and Warcaster it is easily possible to be taking 50+ damage from a single source. Or be taking so many lesser attacks you are going to fail eventually. That isn’t the main issue you - it’s the decision making restrictions that mean you have to stop a spell that is no longer useful because you need another concentration spell. </p><p></p><p>They’re relevant and important restrictions. One of the beautiful things about 5e is that these things aren’t crippling. If they were it would be bad game design. Instead they are meaningful restrictions that make casters take decisions about what they do.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9587761, member: 6879661"] The section you quoted about action economy didn’t mention false life, mage armour or shield. They are only the very basic protections that do not make you tougher or harder to hit than other characters. Those spells just bring you up to a base acceptable level that most other characters get just by putting their leathers on. This section is talking about real protections - Mirror image, protection from evil etc, that make a meaningful difference. Also the set up spells you need to gain bonus action effects. You haven’t answered the action economy question at all. So many assumptions made here.You totally ignore the opportunity cost of using your highest slots for false life. Once you’ve burnt through your 3rd level wizards 14 hp (hp that preclude them getting temp hps from any other sources) you now need to refresh it with another action. Unlike a barbarians rage that keeps on working until dead. If anyone else in your party has Inspiring Leader (a great feat so likely) you now are getting Lvl+Stat less benefit from false life. When you say all your slots, you mean the small handful of slots? These slots are needed to actually do stuff. The 1st level slots are just keeping you level with other characters. The 2nd and 3rd ones are the actual benefit of being a wizard. You’re talking like having a handful of spells per day is a great and generous blessing. Even if you cast one spell per round (you can cast much faster with bonus and reactions) you are getting a few rounds of combat worth of spells. This is assuming you haven’t used utility spells outside of combat. You need to know what spell you need in advance. If you get lots of telegraphing from your DM that’s helpful. If you don’t then you still need to guess. It’s a neat power that means I might actually get to cast knock or arcane lock. Because I would never actually prepare that spell otherwise. As I said, losing the spell is only part of the problem. Though at the higher levels where you have maxed int and Warcaster it is easily possible to be taking 50+ damage from a single source. Or be taking so many lesser attacks you are going to fail eventually. That isn’t the main issue you - it’s the decision making restrictions that mean you have to stop a spell that is no longer useful because you need another concentration spell. They’re relevant and important restrictions. One of the beautiful things about 5e is that these things aren’t crippling. If they were it would be bad game design. Instead they are meaningful restrictions that make casters take decisions about what they do. [/QUOTE]
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