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D&D 5E Are Wizards really all that?

That wild claim makes me want to DM for you.
The fact that you think that's a wild claim makes me wonder what your game is like that you don't think that's the case. Do you withhold information from the players that their characters can readily observe?

If in doubt, I simply ask the DM to elaborate regarding what my character is seeing and hearing . Does the creature look muscular? Is it moving quickly or slowly? Is it saying anything? So on and so forth. These things are obvious.
 

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If in doubt, I simply ask the DM to elaborate regarding what my character is seeing and hearing . Does the creature look muscular? Is it moving quickly or slowly? Is it saying anything? So on and so forth. These things are obvious.

I’m beginning to understand why you think Wizards are OP.
 

I’m beginning to understand why you think Wizards are OP.
Because I don't withhold obvious information when I DM? And because the guys I play with don't either?

What do you tell your players if they ask whether a creature looks muscular, or if it is moving in a lumbering manner? That their characters are unable to observe readily apparent phenomena?

I guess add that one to the don't list @Gammadoodler :

Don't give your players obvious and relevant information that their characters need to make informed decisions about the world.
 

Sure, you'll get it wrong on occasion. I never claimed it would be perfect intuition. But with a modicum of common sense you can get it right at least 9 times out of 10.
I would say it depends on the save.

Intelligence is probably 9 out of 10.
At the other extreme, wisdom there is no way to know reliably at all. So there it is 5 out of 10.

Most of the others are in between those.
 

Control spells have ALWAYS been the true strength of the wizard.

It was so explicit in 4e as to not even merit discussion (it was the clearly intended design).
And by and large they paid attention to that element and its tactical value
In 3e when the wizard acted as a controller, fights just simply went easier.

And in 5e? The focus always seems to be on fireball. Sure, it's flashy and does decent damage. But, really, it's a great mook clearer - mopping up monsters the group could likely have handled anyway. Hypnotic Pattern - now that's big.
Yes but even just a Web Spell can be a real corker... hurray for a level 2 effect
 

or supernatural abilities (liek an intimidation cone)
How is that supernatural? You just have a strong presence and voice that carries so more people can be intimidated. It's just applying a skill to a wider audience.
If you understand the mechanics and read the mechanics you would understand the classes are not equal because the mechanics show factually they are not equal.
Except that a newbie wouldn't understand the mechanics.
The point is though you suggested that the PHB implied the classes are equal and someone who did not know better would think they are. It does not do that AT ALL. In fact it implies they are not equal.
There is more indication that the classes are meant to be reasonably balanced than the other way around. The encounter builder guidelines don't include variable CR calculation based on party composition. Every level cost the same, every class is the same opportunity cost, every subclass has the same number of abilities. They've tried multple times to fix the Ranger and added buffs to multiple classes through Tashas.

Regarldess, the fact that you and I don't agree on this should be enough to point out that, if you are right, it is BADLY communicated.

And you're the only one here who, for some unfathomable reasons, think the game is BETTER if some classes are outright bad options?!
 

Because I don't withhold obvious information when I DM? And because the guys I play with don't either?

What do you tell your players if they ask whether a creature looks muscular, or if it is moving in a lumbering manner? That their characters are unable to observe readily apparent phenomena?

I guess add that one to the don't list @Gammadoodler :

Don't give your players obvious and relevant information that their characters need to make informed decisions about the world.

Besides descriptions, shouldn't at least some of the characters in the party actually know things about the creatures they're facing?
 


And in 5e? The focus always seems to be on fireball.

I think this is the case on newbies, but experienced Wizards don't overuse fireball. Tashas summo spells or controls are the bread and butter 3rd level spells in 5E for experienced wizards

Hypnotic Pattern - now that's big. It will take a fight that's well above the groups paygrade and turn it into a winnable fight. As levels get higher, the wall spells beat cone of cold any day of the week, when used effectively.

Hypnotic pattern is actually overated. Most experienced controllers go with Fear as it is the heaviest hitter at level 3. Another good control spell is actually Summon Fey. It is not as powerful as the others instantaneously, but the round-over-round bonus action charm along with positioning another ally on the battlefield really puts out quite a bit of control.

There are two big problems and one smaller problem with Hypnotic pattern which make it tricky:

1. Once you damage someone he is no longer charmed. This means unless you can 1-shot downed enemies they are going to get back in the fight with first damage. This also makes AOEs difficult to field if you have a mix of charmed enemies and enemies that saved.

2. The wake up ability means intelligent enemies who have seen this spell or know what it is are going to wake their friends. Since they wake up immediately, in only takes one of them to make the save and all of them will be back in the fight the next round. This results in a chain reaction - you get 9 out of 10 guys to fail - the guy that is not charmed uses his action to shake a guy out of it, that guy uses his action, that guy uses his action ..... in the end it ends up typically being like 1 lost action for those that fail Some DMs rule that you lose a turn after you wake up, but that is not RAW, RAW the wake up mechanic puts a significant achilles heal into the spell.

3. A lot of enemies have advantage on saves against charmed.

Fear on the other hand will almost always end a fight for those that fail.

If they are in a dead end like a room with only one entrance they can't do anything and they can't save again. The wizard can hang back in the doorway and throw daggers at them until they are all dead while the fighter brews a pot of tea and there is nothing they can do about it.

If they can flee then they do flee, but they can't save again until they are out of sight at the end of their turn. Since they used dash this means they are 2 moves out of the fight minimum, which means a minimum of 2 entire turns lost (one fleeing and one dashing back), while also causing and taking damage from AOOs and that 2 turn minimum is if they can break LOS on the first turm and also make their save. If they can't break LOS or fail the save again it is even longer and every turn they take is another extra turn to make it back ..... flee for 2 turns and they are out of the battle for 4.

We had one game where all 4 enemies failed their saves and the party just dashed after them and used AOOs on them until they were all dead. The rogue got in some normal attacks too since he could dash as a bonus action.

People will point out that fleeing enemies might not be a good thing, and I guess that might be situationally true but strictly in terms of combat mechanics Fear beats HP by quite a bit.
 
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