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Analyzing 5E: Overpowered by design
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<blockquote data-quote="Celtavian" data-source="post: 6540754" data-attributes="member: 5834"><p>Agreed.</p><p></p><p></p><p></p><p></p><p></p><p>True. That reality does screw casters quite a bit over martials. I hope they take a look at concentration if it becomes an issue where it is easy to eliminate the casters from the game by smacking them with big attacks. Though most casters position themselves as far as possible from battle.</p><p></p><p></p><p></p><p>Yes. The slot remains after you rest 8 hours per usual after casting a spell.</p><p></p><p>I wouldn't spend too much time worrying about <em>Simulacrum</em> or <em>Planar Binding</em>. It's how the wizards keep up in this edition. They made martials and other casters more powerful in other ways, so the Simulacrum is fairly minor. The way they made simulacrum pushes you toward a martial simulacrum because spell slots cannot be recovered. The simulacrum is your extra martial damage while wandering about. The wizard isn't the big damage dealer with his hand crossbow or greatsword. He's the damage dealer that does a bunch of damage from having two or three different sources of damage active in a round. </p><p></p><p>A wizard may have a simulacrum, a bound elemental, a <em>Bigby's Hand</em>, and firing <em>scorching ray</em> and <em>fire bolt</em> during the course of the battle. So you're bringing all those damage sources to bear against a creature/s usually spread out in such a way to make whatever you're fighting choose between targets including your party members. As is usual in any D&D edition, the wizard is a slow burn character that starts off a little weaker than everyone else and then gets going once you get to higher levels. He's the best character for converting gold to power given the lack of ability to buy magic items. I absolutely love the change to <em>Planar Binding</em>. Seems so much more like a wizard to have to use multiple spells to bind a creature than just one.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6540754, member: 5834"] Agreed. True. That reality does screw casters quite a bit over martials. I hope they take a look at concentration if it becomes an issue where it is easy to eliminate the casters from the game by smacking them with big attacks. Though most casters position themselves as far as possible from battle. Yes. The slot remains after you rest 8 hours per usual after casting a spell. I wouldn't spend too much time worrying about [I]Simulacrum[/I] or [I]Planar Binding[/I]. It's how the wizards keep up in this edition. They made martials and other casters more powerful in other ways, so the Simulacrum is fairly minor. The way they made simulacrum pushes you toward a martial simulacrum because spell slots cannot be recovered. The simulacrum is your extra martial damage while wandering about. The wizard isn't the big damage dealer with his hand crossbow or greatsword. He's the damage dealer that does a bunch of damage from having two or three different sources of damage active in a round. A wizard may have a simulacrum, a bound elemental, a [I]Bigby's Hand[/I], and firing [I]scorching ray[/I] and [I]fire bolt[/I] during the course of the battle. So you're bringing all those damage sources to bear against a creature/s usually spread out in such a way to make whatever you're fighting choose between targets including your party members. As is usual in any D&D edition, the wizard is a slow burn character that starts off a little weaker than everyone else and then gets going once you get to higher levels. He's the best character for converting gold to power given the lack of ability to buy magic items. I absolutely love the change to [I]Planar Binding[/I]. Seems so much more like a wizard to have to use multiple spells to bind a creature than just one. [/QUOTE]
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