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D&D 5E Are Wizards really all that?

Yaarel

🇮🇱He-Mage
You are being glib but quite a lot of RPGs do, in fact, require skill rolls for casting. D&D wouldn't be hurt by adding such rules.
The D&D mechanic of a "saving throw" for a spell displaces the possibility of the caster being the one that makes the d20 check.

If going 4e style, the caster would be rolling d20 "attacks". Then a natural 20 would be a spectacular crit, and a natural 1 would be a spectacular fumble.

But 5e removes the agency from the caster player.

Maybe if the target save crits, the spell fumbles, or if the target save fumbles, the spell crits spectacularly.

But I kinda wish 5e would go back to the way 4e does it, so the caster players can feel more like spellcasters, who are actually the ones making the spell happen.
 

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ECMO3

Hero
There is either consensus here that the Wizard, at high levels, is vastly superior to martials, or the people who believe so are just the most strident and incessant in expressing their opinions, but either way I don't see much pushback against that narrative.

However, I'm not so sure.

Some caveats for the following:
1) I recognize this doesn't address the complaint that casters get to do "cool things" while martials just get to make attack rolls. This is about the supposed difference in actual power/effectiveness in combat.
2) I have literally zero experience above level 15, so this only addresses tiers I to III
3) In the absence of magic items my argument would change, but while a goal of 5e was supposed to be that magic items are optional, I've never actually seen in played that way.

Here are my observations:
- First, the most powerful spells use saving throws, not attack rolls
- Monsters tend to make saving throws much more easily than they dodge weapon attacks (that is, than PC's miss with their weapon attacks)
- Far more magic items give bonuses to weapon attack rolls than to saving throw DCs
- More magic items boost Strength than Intelligence above 20
- Martials get advantage on attack far more frequently than monsters get disadvantage on saves
- Concentration prevents many of the best spells from being used simultaneously
- Casters have concentration broken fairly easily
- Two words: "legendary resistance".
- While many creatures have resistance/immunity to mundane weapons, resistance/immunity to magic weapons is very rare. Meanwhile, resistance/immunity to magical damage types is at least as common, if not more so, but can't be negated by picking up a magic wand (maybe it should).

What all this adds up to (again, in my experience, below tier IV) is that monsters too frequently make their saving throws, and casters end up contributing very little. And when they do contribute a lot it is not by themselves, but in synergy with a martial. For example, they banish the boss while the martials kill the minions. Or they haste the martial who then novas on the boss.

I asked myself: would I rather have a group of all martials, or a group of all casters? And except for some edge cases, in most battles I would rather have all martials. If you get extremely lucky on dice rolls a group of casters could win a tough fight, but it's far more likely that a couple monsters make their saving throws, they attack the casters who are trying to concentrate, and the whole thing turns into a rout. A group of martials is going to take a lot of damage, but they are also going to pump out a lot of damage, and overall have a better chance of winning. (Once again, my opinion.)

But of course what I really want is a mix of the two. Which kind of suggests the game is working as intended.
The short answer is yes they are "all that" and in general a single 20th level wizard would mop the floor with an entire party of 4 20th level non-casters. It might be nice to say "a couple monsters make their saving throw and attack the wizards" but attacking the wizards at all is really, really hard to do if they are 20th level and know what they are doing, and some of them (like a bladesinger) are going to handle attacks just fine. A 20th level bladesinger can just cancel 45 points of damage .... if you manage to hit .... which is really hard to do to start with.

A Party of high level wizards is going to do a lot better in most, if not all, battles than a party of martials will. Heck a party of wizards can summon in martials if they need to.
 
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Fanaelialae

Legend
I agree with everything you are saying, but we were talking about pinpointing an area of effect spell.

I think though, from your post, maybe the reason DMs do this is because we have all tried to lift a drunk friend or kid who is true dead weight - and it is hard. Maybe it is because they have real life experience with it that they feel a roll is needed. I don't know if that is true, but am just trying to come up with reasons why.
I originally brought up pinpointing spells in contrast to requiring strength checks to lift/drag something within you encumbrance limits. Illustrating how some DMs have a double standard along these lines.

That may be the reason, but it's fallacious reasoning. We're not talking Joe-average-couch-potato trying to lift their drunk friend. We're talking about Conan the Barbarian or Andre the Giant trying to lift their drunk friend. Which is a hell of a difference.
 

Do you really think that D&D will become what you want?

Hey, I can hold out hope. Maybe there's enough people playing now who like anime/mythic heroes to get it done and drown out those who only want fighter types to be schmuck town guards with slightly bigger numbers in some weird anti-power fantasy.
 
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DND_Reborn

The High Aldwin
no one actually enforces the limitations on the class very well
I do. ;)

They rest too much.
Whenever the narrative allows them to rest, same as every other class. The concept of rests per encounters (a la 4E) is not really narrative, so doesn't appeal to me as good design personally. I know some people like it, but it feels too forced IMO.

they don't pay attention to components (of any sort).
OMG I sure as hell do, and I make sure they have that hand available for holding said components. You want to see a wizard get screwed, disarm his spell focus! :)

Unfortunately, 5E devs screwed up with spell foci. I loved making casters track individual components and micro-manage if they have what is needed for spells.

Also, verbal components can't be whispered, but they don't have to be shouted, either. ;)

They don't focus on or enforce the limited choice aspect of the wizard's versatility.
There is no limit. Each level a wizard gets to pick two spells, so if they want versatility it is right there waiting for them... shrug

I miss the "Roll to learn a spell" from AD&D and wish they would bring it back. It was a limiting factor for magic-users at least.

They don't target them in combat with intelligent enemies (kill the cleric first, tho).
Killing the wizard should trump the cleric IME, but yeah a lot of DMs fail on that one... sadly.

Like ignoring encumbrance or rules for swapping held items?
There's no point in ignoring encumbrance when the default rule is insanely generous. I prefer the variant rules, then dumping STR can really be an issue for wizards and rogues IME.

Swapping items is a bit weird IMO. In my games, PCs drop items (no action or anything) and use their free interaction (in most cases) to get out a different item that they need.

But, to be fair, I also see a LOT of DMs allowing martials to equip shields as a free object interaction, which it ain't folks... it's an action. (I think it should be maybe a bonus action, though).

here is a question that I think is important in the discussion: is there something a high level character of ANY class but particularly a martial class that a high level wizard cannot replicate and/or do just as well or better?
It depends on how high a level wizard you are talking about. I mean, once you get wish, all bets are off, even if casting it in a different way might cause you SERIOUS issues (like never being able to cast it again...)

Also, many things high level martials can do at will or are "always on" a Wizard might be able to do, but only temporarily. Look at a lot of capstone features (like Primal Champion), Wiz's can't do that, no way, no how.

I want a 15+ rogue to be able to teleport between shadows and steal someone's luck/memories/identity. I want a character with high intimidate to scare people to death or high athletics to be able to throw a cow over a hut. Gimme a dragoon leap, where you jump 50 feet in the air and take down a flyer or skewer three guys on your lance. High level non-casters feel almost exactly the same as low level ones. The "wahoo" factor never gets bigger.
See, and this is a big part of the the problem. A lot of people want but just as many don't.

Concerning placement of AoE Spells:

I agree this is a bit too easy for casters to pinpoint placement so the radius just gets a bad buy but not an ally. Now, I am not in favor of an Arcana check simply because it adds another roll to the game, but I wouldn't mind something...

Of course, when a martial shots a ranged weapon into a target fighting an ally, unless the DM uses the option of hitting cover, you never worry about hitting your ally, either.

So, "perfect" placement of AoE is the same as ranged attacks really and is done for simplicity and ease of play.

Back to responses....

Right, but by that reasoning if the rules read that you can lift/drag x lbs, you shouldn't need to make a check to lift/drag x lbs.
You don't need to make a check for lifting/dragging x lbs, either.

FWIW, I think the limits should be lower, but have checks to lift more, like checks to jump further. Checks to run faster would also be good IMO.

How often do you hear DMs complain that their players never retreat (when these kinds of checks could well be the reason why).
IME players never retreat because either:

1. they think PCs are invincible or
2. the rules don't support retreating because the enemy can pursue and make OAs and/or regular attacks.

#2 is the biggest complaint IME. Neither are because the player fears I'll ask them to make a check to lift a weight they can, RAW, lift without a check.

It's not even especially realistic. Both soldiers and firemen have heavy kits and are trained to rescue comrades wearing similarly heavy kits. So my level 20 fighter with 20 strength is inferior to a real world volunteer fireman? It's because the DM just decided, in the heat of the moment, to err on the side of caution, because martial.
Unfortunately, that is your DM's call. Under "normal" circumstances, no check is required. Under the stress of battle, a DM might ask for a check due to the consequences of failure. I don't, but I can understand why other DMs might...

this is a perk... sometimes we would go WEEKSwithout the longrest.... 1sst level spell slots become a HUGE commodity.

now we did also change the short rest to 8hrs
My group does 8 hour short rests and a full 24 hours for a long rest, but that is because we want a rest to be, well, restful. :)

If we are willing to bring Wizards down then this is a different discussion.
I really wish more people were willing to, but in general I think there is more resistance to this idea than to buffing martials.

I think you're skipping a step with the "grab the corpse". It actually requires four object interactions: sheathe whatever you are holding, pick up corpse, drop corpse, shove corpse. And although the rules say you can pick up/shove/drag objects up to X pounds, it says nothing about whether that consumes actions/bonus actions/free actions/etc. Being able to grunt and slowly lift a 240 pound iron grating would still count as "lifting". I take this as a case of "we are leaving this a little vague for rulings not rules". (Kind of like the vague rule about jumping farther than your base distance.)
1. You can drop whatever (if anything) you're holding. dimension door is V only, so nothing says anything was held anyway.

2. You can bring along an object. Nothing in the spell description says you have to actually be carrying it. Touching it would be sufficient and what we commonly see in movies when "teleports" are done. But I assumed the corpse would be carried and so this was the ONE (and only) use of free object interaction.

3. Drop corpse doesn't require an action of any kind. You can always drop something without using your free interaction. Picking something UP is what requires the action.

4. Moving is part of your speed, and then dropping the corpse costs no action. Now, if the corpse was actually shoved, than I could see that being part of another turn, which is why I started with "I would assume two turns." 🤷‍♂️

I agree, however, too many rules (STR and lifting being one of them) is too vague. I know that was intentional, but IME it creates more issues than it solves. In many ways, too many actions are "instantaneous". It takes time to pick up a body that is dead weight :)cautious:... :whistle:... 😁 nothing to see here, folks!), but because of the mechanics in 5E, you can lift a corpse, cast a spell, arrive hundreds of feet away, move a few feat, and drop the corpse... all before anyone else can do anything to interfere. This is why I developed Cinematic Initiative, so things like this don't happen, or at least not as easily.

Whew! That was a lot of posts to catch up on! I'm exhausted, LOL!
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
I don’t have the wizard issues that a lot of people do, but I still would have “somehow”(tm) leaned toward restrictions by school, with adding schools at higher levels, or improving the schools you have, being a choice every X levels.

So wizards could be specialists or generalists.
 


James Gasik

We don't talk about Pun-Pun
Supporter
I don’t have the wizard issues that a lot of people do, but I still would have “somehow”(tm) leaned toward restrictions by school, with adding schools at higher levels, or improving the schools you have, being a choice every X levels.

So wizards could be specialists or generalists.
The one Wizard I played was a Transmuter, and it struck me as damn odd when I was filling my spellbook and most of it was anything but Transmutations. I will say though, I think the main reason Wizards don't have limitations on casting now is probably to save WotC time from having to balance the schools of magic against each other to make sure they have equal amounts of spell options are equivalent power.

I don't think that's ever been balanced, to be honest. It sure wasn't in the AD&D era (compare Transmutation to anything else), and 3.5 really made Conjuration a God tier school.
 


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