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Are Wizards really all that?
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<blockquote data-quote="Maxperson" data-source="post: 8755961" data-attributes="member: 23751"><p>Okay. Rogues are better 10 out of 10. I was giving wizards a 1 in 10 chance of being better at dex because of bladesingers and rolled stats, but...</p><p></p><p>I disagree that chaotic alignments are about breaking the law. They are more about individuals, rather than group. That said, if someone with say a criminal background engages in criminal activity as an adventurer, they can and likely will run afoul of the law.</p><p></p><p>Overlooked by the DM more like it. There's nothing rational about a country or city allowing mind control magic to be used on its citizens, law enforcement and nobility.</p><p></p><p>As for realism in a fantasy game. Each and every last fantasy game ever written has realism in it. The degree will vary, but it's there. D&D is no exception.</p><p></p><p>Leaders tend to exempt themselves. As well as law enforcement. Which I mentioned several posts ago as exceptions to the illegality. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>This is strange to you? The rich often get away with literal murder in the real world. And lesser crimes even more often or with far lighter sentences than you or I would get. Hell, up until like 10 years ago, it was legal for U.S. Congress to engage in insider trading, but illegal for the rest of us.</p><p></p><p>But what I was talking about in context is that 1) in the middle of nowhere you aren't going to get reported, and 2) often the middle of nowhere is outside of any country and no laws apply.</p><p></p><p>A friendly acquaintance probably isn't going to loan you money or comp you a meal, either. A friendly acquaintance is just some guy you see every few months at a friend's party and talk to for a bit. You don't hang out. You don't do favors for each other. You're just acquainted with one another and get along at the party. I say probably, because certain personalities and alignments would be likely to do something like that, but then they're also the ones that give charity meals to people and volunteer to help the poor, so they'd likely do it for a stranger, too.</p><p></p><p>Done is done. The authorities are now after you. It makes no matter to me if it's 8 hours later.</p><p></p><p>This just isn't true. People don['t have access to Google, massive libraries or networks of sages to figure out if you were lying. Depending on the circumstances it's possible, but most of the time you aren't going to be caught. And if you are, well lying ISN'T illegal the vast majority of the time. Defrauding someone would be different.</p><p></p><p>Yes, I know. But you aren't getting advantage on that and wizards as a general rule, are not stealthy. They take arcana, investigation and other skills that they are actually good at. Exceptions exist, but it's not a wizard thing to be stealthy. 39 years of playing D&D and never once have I heard, "You can add wizard to the list of stealthy classes." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Which generally isn't hard, especially in dim light where creatures can easily miss you while you are just standing out in the open.</p><p></p><p>Because the vast majority of rooms have something to hide behind. Very few are just barren.</p><p></p><p>Okay. The rogue can hide 24 hours a day. The wizard gets what? 1-4 hours depending on level? That's massively worse than 24/7 like the rogue can do.</p><p></p><p>Dim light creates a lightly obscured area. Obscurement puts seeing something or someone in doubt. The rule is that you can't hide from someone who can see you <strong><u>clearly</u></strong>. It's impossible to clearly see someone in dim light. It is by definition lightly obscured. The rule is further that "The DM decides when circumstances are appropriate for hiding." So since it's in doubt that you are seen, if the one with darkvision fails the perception check to see you, then you are out of sight and can hide.</p><p></p><p>The wood elf ability allows them to hide in light obscurement even when seen, but that ability by no means says that they are the only one that can hide in light obscurement. The sage advice clarifies that.</p><p></p><p>Show me the rule that says that. Because the above rules are all in play and allow for someone to not be seen in dim light, even if not behind anything.</p><p></p><p>From what I can see anyone can hide in light obscurement when the DM by RAW decides they can.</p><p></p><p>Enough. Every slot wasted reduces your ability to try and match another class.</p><p></p><p>Not often. I keep telling people who try and say that you need an 18 or 20 that, but very few listen. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>A whole hour? It's a good thing that the 6-8 encounters are balanced around the adventuring hour. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>I'd rather have the 6 hit points 24/7, which do make a difference much more often than the +1 to concentration. The odds of all or even most of the encounters happening in the hour or two that you cast the spell once or twice are slim. Hell, you could end up with most or all of the encounters happening without you being able to prep in advance, so you could be wasting the spell entirely. </p><p></p><p>For a few fights. If you want it in all 6-8 fights it will be significantly more slots.</p><p></p><p>That's a viable preference for sure. It's subjective, though. That's what you prefer and like, other people will want the con for the steady hit points over all encounters, the con saves, and any con ability checks. Neither opinion is wrong.</p><p></p><p>Sure, but only for a really limited amount of the day. The rogue can hide 24/7 since there are usually places to hide. He's not limited to the few hours he is invisible, and I rarely see invisibility go the full hour. Usually a combat happens and the wizard does something offensive, or he wants to cast a different concentration spell, or whatever.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 8755961, member: 23751"] Okay. Rogues are better 10 out of 10. I was giving wizards a 1 in 10 chance of being better at dex because of bladesingers and rolled stats, but... I disagree that chaotic alignments are about breaking the law. They are more about individuals, rather than group. That said, if someone with say a criminal background engages in criminal activity as an adventurer, they can and likely will run afoul of the law. Overlooked by the DM more like it. There's nothing rational about a country or city allowing mind control magic to be used on its citizens, law enforcement and nobility. As for realism in a fantasy game. Each and every last fantasy game ever written has realism in it. The degree will vary, but it's there. D&D is no exception. Leaders tend to exempt themselves. As well as law enforcement. Which I mentioned several posts ago as exceptions to the illegality. ;) This is strange to you? The rich often get away with literal murder in the real world. And lesser crimes even more often or with far lighter sentences than you or I would get. Hell, up until like 10 years ago, it was legal for U.S. Congress to engage in insider trading, but illegal for the rest of us. But what I was talking about in context is that 1) in the middle of nowhere you aren't going to get reported, and 2) often the middle of nowhere is outside of any country and no laws apply. A friendly acquaintance probably isn't going to loan you money or comp you a meal, either. A friendly acquaintance is just some guy you see every few months at a friend's party and talk to for a bit. You don't hang out. You don't do favors for each other. You're just acquainted with one another and get along at the party. I say probably, because certain personalities and alignments would be likely to do something like that, but then they're also the ones that give charity meals to people and volunteer to help the poor, so they'd likely do it for a stranger, too. Done is done. The authorities are now after you. It makes no matter to me if it's 8 hours later. This just isn't true. People don['t have access to Google, massive libraries or networks of sages to figure out if you were lying. Depending on the circumstances it's possible, but most of the time you aren't going to be caught. And if you are, well lying ISN'T illegal the vast majority of the time. Defrauding someone would be different. Yes, I know. But you aren't getting advantage on that and wizards as a general rule, are not stealthy. They take arcana, investigation and other skills that they are actually good at. Exceptions exist, but it's not a wizard thing to be stealthy. 39 years of playing D&D and never once have I heard, "You can add wizard to the list of stealthy classes." ;) Which generally isn't hard, especially in dim light where creatures can easily miss you while you are just standing out in the open. Because the vast majority of rooms have something to hide behind. Very few are just barren. Okay. The rogue can hide 24 hours a day. The wizard gets what? 1-4 hours depending on level? That's massively worse than 24/7 like the rogue can do. Dim light creates a lightly obscured area. Obscurement puts seeing something or someone in doubt. The rule is that you can't hide from someone who can see you [B][U]clearly[/U][/B]. It's impossible to clearly see someone in dim light. It is by definition lightly obscured. The rule is further that "The DM decides when circumstances are appropriate for hiding." So since it's in doubt that you are seen, if the one with darkvision fails the perception check to see you, then you are out of sight and can hide. The wood elf ability allows them to hide in light obscurement even when seen, but that ability by no means says that they are the only one that can hide in light obscurement. The sage advice clarifies that. Show me the rule that says that. Because the above rules are all in play and allow for someone to not be seen in dim light, even if not behind anything. From what I can see anyone can hide in light obscurement when the DM by RAW decides they can. Enough. Every slot wasted reduces your ability to try and match another class. Not often. I keep telling people who try and say that you need an 18 or 20 that, but very few listen. :) A whole hour? It's a good thing that the 6-8 encounters are balanced around the adventuring hour. :P I'd rather have the 6 hit points 24/7, which do make a difference much more often than the +1 to concentration. The odds of all or even most of the encounters happening in the hour or two that you cast the spell once or twice are slim. Hell, you could end up with most or all of the encounters happening without you being able to prep in advance, so you could be wasting the spell entirely. For a few fights. If you want it in all 6-8 fights it will be significantly more slots. That's a viable preference for sure. It's subjective, though. That's what you prefer and like, other people will want the con for the steady hit points over all encounters, the con saves, and any con ability checks. Neither opinion is wrong. Sure, but only for a really limited amount of the day. The rogue can hide 24/7 since there are usually places to hide. He's not limited to the few hours he is invisible, and I rarely see invisibility go the full hour. Usually a combat happens and the wizard does something offensive, or he wants to cast a different concentration spell, or whatever. [/QUOTE]
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