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Are Wizards really all that?
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<blockquote data-quote="Asisreo" data-source="post: 8762053" data-attributes="member: 7019027"><p>Except there is no valid beast for the moon druid that gets them either a +8 in regular strength checks or a +11 in athletics. Even if they did, sometimes a strength check needs something with opposable thumbs. </p><p></p><p>And the D&D animal kingdom is surprisingly bad at dexterity in general. </p><p></p><p>The topic was that a wizard might not have an optimal spell in a specific adventure. Whether the fighter gets a choice or not is irrelevant to the discussion. </p><p></p><p>I think it would be a tactically sound decision to cast darkness on an enemy depending on your party composition. It's not picking a spell at random, it's using a legitimate strategy. The point is that a legitimate strategy may not work as expected and, if it doesn't, then the resources used to commit to the strategy is wasted. </p><p></p><p>2hp more, per level, on classes that prioritize a spellcasting ability modifier on top of their AC and HP ability scores. </p><p></p><p>A fighter can easily get 20+ AC and +5 con while sacrificing nothing to their preferred gameplan, then they can increase other ability scores as desired. </p><p></p><p>A spellcaster barely gets +5 to their spellcasting score and +5 to either AC or HP scores. And for each point invested the AC or HP before +5 spellcasting is a point not invested in their primary gameplan.</p><p></p><p></p><p>You've misinterpreted my statement. There are no need for options because those are built-in. </p><p></p><p>At the start of combat, a fighter will always have their max AC and HP stats. A wizard must use their reactions, actions, or pre-buff time to gain those benefits. </p><p></p><p>It's simple. Spells don't normally require player-facing ability checks or saving throws. But a fighter will have higher physical ability scores on average and will always be using attack rolls or ability checks in combat. And almost always use ability checks out of combat.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8762053, member: 7019027"] Except there is no valid beast for the moon druid that gets them either a +8 in regular strength checks or a +11 in athletics. Even if they did, sometimes a strength check needs something with opposable thumbs. And the D&D animal kingdom is surprisingly bad at dexterity in general. The topic was that a wizard might not have an optimal spell in a specific adventure. Whether the fighter gets a choice or not is irrelevant to the discussion. I think it would be a tactically sound decision to cast darkness on an enemy depending on your party composition. It's not picking a spell at random, it's using a legitimate strategy. The point is that a legitimate strategy may not work as expected and, if it doesn't, then the resources used to commit to the strategy is wasted. 2hp more, per level, on classes that prioritize a spellcasting ability modifier on top of their AC and HP ability scores. A fighter can easily get 20+ AC and +5 con while sacrificing nothing to their preferred gameplan, then they can increase other ability scores as desired. A spellcaster barely gets +5 to their spellcasting score and +5 to either AC or HP scores. And for each point invested the AC or HP before +5 spellcasting is a point not invested in their primary gameplan. You've misinterpreted my statement. There are no need for options because those are built-in. At the start of combat, a fighter will always have their max AC and HP stats. A wizard must use their reactions, actions, or pre-buff time to gain those benefits. It's simple. Spells don't normally require player-facing ability checks or saving throws. But a fighter will have higher physical ability scores on average and will always be using attack rolls or ability checks in combat. And almost always use ability checks out of combat. [/QUOTE]
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