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5th Edition -- Caster Rule, Martials Drool?
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<blockquote data-quote="Jack the Lad" data-source="post: 6362791" data-attributes="member: 6777377"><p>It triples your jump distance (for all jumps, not just running long jumps) for 1 minute. So a 10 Str Wizard can clear 30 ft.</p><p></p><p>Also, 25 feet in armour is great, but you can't jump any further naked and the real world record is 29 ft 4.25 inches.</p><p></p><p>Also, the earliest you can jump 25 feet (i.e. have 2 Ability Score Increases to cap out on Strength) is level 6. The Wizard gets access to Fly at level 5.</p><p></p><p>Also, you have to be a Champion to get even 25 feet, and I wouldn't wish that on anyone.</p><p></p><p></p><p></p><p>Unfortunately not.</p><p></p><p>Level 3: Using Enlarge, you can double your own lifting ability, allowing a 10 Str Wizard to lift as much as a 20 Str Fighter.</p><p>Level 5: Using Animate Dead, you can get some skeleton buddies to lift stuff for you - it only takes 2 of them to match a Fighter with 20 Strength, and you get those for 24 hours at the cost of a level 3 spell slot.</p><p>Level 9: Using Animate Objects, you can have anything up to a Huge object - no weight limit - become a creature under your control and lift itself. Oh, and also attack your enemies for up to one minute.</p><p>Level 11: Using Move Earth, you can lift 3,647,790 lbs - but only of earth, sand or clay. That's per round, mind you, and it lasts up to 2 hours.</p><p>Level 13: Using Reverse Gravity, you can lift anything that fits into a 100 foot tall 50 foot diameter cylinder to the top of the cylinder, no matter the weight. It falls upwards.</p><p>Level 17: Using True Polymorph, you can permanently turn yourself into an Adult Red Dragon and lift 6,480 lbs.</p><p></p><p>This is a big part of the thing - if you were just considering Telekinesis vs Strength, the problem would be contained. But casters just have <em>so many ways to do things</em>.</p><p></p><p>Also, I'd like to make a point about casters, Fighters and utility spells more generally, and I think it's an important one:</p><p></p><p>Fighters <em>never </em>get utility stuff. They can <em>never </em>read minds, fly, turn invisible, unlock doors, breathe water, speak any language, mind control enemies, teleport, raise the dead or control the weather.</p><p></p><p>Even if you take away every single bit of that from Wizards - even if you have a Wizard with <em>no spells whatsoever</em> - outside of combat they have the same number of skills as a Fighter and can roll at the same bonuses the Fighter is rolling at.</p><p></p><p>They can no longer do everything the Fighter does better than him, but they are actually <em>better off</em> than the Fighter is normally, because there is no Wizard to come along and obsolete them.</p></blockquote><p></p>
[QUOTE="Jack the Lad, post: 6362791, member: 6777377"] It triples your jump distance (for all jumps, not just running long jumps) for 1 minute. So a 10 Str Wizard can clear 30 ft. Also, 25 feet in armour is great, but you can't jump any further naked and the real world record is 29 ft 4.25 inches. Also, the earliest you can jump 25 feet (i.e. have 2 Ability Score Increases to cap out on Strength) is level 6. The Wizard gets access to Fly at level 5. Also, you have to be a Champion to get even 25 feet, and I wouldn't wish that on anyone. Unfortunately not. Level 3: Using Enlarge, you can double your own lifting ability, allowing a 10 Str Wizard to lift as much as a 20 Str Fighter. Level 5: Using Animate Dead, you can get some skeleton buddies to lift stuff for you - it only takes 2 of them to match a Fighter with 20 Strength, and you get those for 24 hours at the cost of a level 3 spell slot. Level 9: Using Animate Objects, you can have anything up to a Huge object - no weight limit - become a creature under your control and lift itself. Oh, and also attack your enemies for up to one minute. Level 11: Using Move Earth, you can lift 3,647,790 lbs - but only of earth, sand or clay. That's per round, mind you, and it lasts up to 2 hours. Level 13: Using Reverse Gravity, you can lift anything that fits into a 100 foot tall 50 foot diameter cylinder to the top of the cylinder, no matter the weight. It falls upwards. Level 17: Using True Polymorph, you can permanently turn yourself into an Adult Red Dragon and lift 6,480 lbs. This is a big part of the thing - if you were just considering Telekinesis vs Strength, the problem would be contained. But casters just have [I]so many ways to do things[/I]. Also, I'd like to make a point about casters, Fighters and utility spells more generally, and I think it's an important one: Fighters [I]never [/I]get utility stuff. They can [I]never [/I]read minds, fly, turn invisible, unlock doors, breathe water, speak any language, mind control enemies, teleport, raise the dead or control the weather. Even if you take away every single bit of that from Wizards - even if you have a Wizard with [I]no spells whatsoever[/I] - outside of combat they have the same number of skills as a Fighter and can roll at the same bonuses the Fighter is rolling at. They can no longer do everything the Fighter does better than him, but they are actually [I]better off[/I] than the Fighter is normally, because there is no Wizard to come along and obsolete them. [/QUOTE]
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