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<blockquote data-quote="Maxperson" data-source="post: 8760434" data-attributes="member: 23751"><p>What if the target doesn't have to move to hurt you, like a great many don't? What if you miss, like you often will?</p><p></p><p>Concentration is the biggest problem, especially with all those concentration spells on your sheet that you are using to be better than the rogue. The gap is also a problem. As is the fact that you cannot surveil 900 square feet every six second and do anything more than a super crappy job at exploration. You are literally overlooking almost everything in your hurry to go places. You will miss a great deal of details that the rogue will not. The eye can look in every direction, but not simultaneously.</p><p></p><p>Yep. I added that into my mental calculations. You simply do not have enough slots to be more than crappy at everything, including combat. If you want to be good at any one thing, you will be super crappy at the rest.</p><p></p><p>How is that going to save you from the hordes of monsters that come and overwhelm you and the group because of the loud noise knock creates? It's loud enough to bring multiple encounters at once.</p><p></p><p>Again, the rogue is a lot better than you at it. 4 skills with expertise by that level. And a higher dex. </p><p></p><p>It's 100% a combat spell. You cannot call encounters part of exploration. Combat is a separate pillar, not part of the exploration pillar.</p><p></p><p>I don't care how much you can more in 6 seconds or an hour. You have 24 hours in an adventuring day. 1 hour is 1/24th of the time you need the spell for.</p><p></p><p>10 minutes spread out over 24 hours. Not all in the hour that you have your spell up. It seems that I understand the 1 hour limit better than you do.</p><p></p><p>It's not deviating from RAW to not give you all of the encounters conveniently during your 1 hour spell.</p><p></p><p>It does withstand, though. As do interruptions during that hour. What you are arguing is like me saying that the rogue can explore the whole dungeon in an hour, not withstanding closed doors, traps and enemies.</p><p></p><p>Sure, but 99% of the time they happen simultaneously with exploration or combat, two pillars that you are using concentration spells in.</p><p></p><p>Many monsters don't speak common and you will often not have their language handy. Social includes gestures in those situations, and good luck using gestures to get that spell to work.</p><p></p><p>He can if you are trying all of them, or even two of them. You can only possibly match him in an out of combat area if you focus nearly all of your slots there. Anything less and you come out behind. Or have a very generous DM who lets your arcane eye competently search out all the information a rogue can get while traveling full speed and adds in the extra ability for your eye to see in all directions simultaneously. If the DM follows RAW, that won't happen.</p><p></p><p>By 8th level(the level you chose for your wizard) he can have expertise Persuasion, Insight, Stealth and Thieves' Tools. Further, he has cunning action to allow him to do things better than your wizard, and uncanny dodge and evasion for combat/exploration. Plus any subclass abilities that would help. Your bladesinger abilities aren't geared for stealth and exploration like a rogue's.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 8760434, member: 23751"] What if the target doesn't have to move to hurt you, like a great many don't? What if you miss, like you often will? Concentration is the biggest problem, especially with all those concentration spells on your sheet that you are using to be better than the rogue. The gap is also a problem. As is the fact that you cannot surveil 900 square feet every six second and do anything more than a super crappy job at exploration. You are literally overlooking almost everything in your hurry to go places. You will miss a great deal of details that the rogue will not. The eye can look in every direction, but not simultaneously. Yep. I added that into my mental calculations. You simply do not have enough slots to be more than crappy at everything, including combat. If you want to be good at any one thing, you will be super crappy at the rest. How is that going to save you from the hordes of monsters that come and overwhelm you and the group because of the loud noise knock creates? It's loud enough to bring multiple encounters at once. Again, the rogue is a lot better than you at it. 4 skills with expertise by that level. And a higher dex. It's 100% a combat spell. You cannot call encounters part of exploration. Combat is a separate pillar, not part of the exploration pillar. I don't care how much you can more in 6 seconds or an hour. You have 24 hours in an adventuring day. 1 hour is 1/24th of the time you need the spell for. 10 minutes spread out over 24 hours. Not all in the hour that you have your spell up. It seems that I understand the 1 hour limit better than you do. It's not deviating from RAW to not give you all of the encounters conveniently during your 1 hour spell. It does withstand, though. As do interruptions during that hour. What you are arguing is like me saying that the rogue can explore the whole dungeon in an hour, not withstanding closed doors, traps and enemies. Sure, but 99% of the time they happen simultaneously with exploration or combat, two pillars that you are using concentration spells in. Many monsters don't speak common and you will often not have their language handy. Social includes gestures in those situations, and good luck using gestures to get that spell to work. He can if you are trying all of them, or even two of them. You can only possibly match him in an out of combat area if you focus nearly all of your slots there. Anything less and you come out behind. Or have a very generous DM who lets your arcane eye competently search out all the information a rogue can get while traveling full speed and adds in the extra ability for your eye to see in all directions simultaneously. If the DM follows RAW, that won't happen. By 8th level(the level you chose for your wizard) he can have expertise Persuasion, Insight, Stealth and Thieves' Tools. Further, he has cunning action to allow him to do things better than your wizard, and uncanny dodge and evasion for combat/exploration. Plus any subclass abilities that would help. Your bladesinger abilities aren't geared for stealth and exploration like a rogue's. [/QUOTE]
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