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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="Oofta" data-source="post: 8544459" data-attributes="member: 6801845"><p>Modify memory is one of the few powerful spells that if it works (don't forget the target has advantage on their saves) that I agree with. It's also incredibly situational and potentially dangerous. You're using one of your rare 5th level spell slots of which you only ever get 3 and that's at level 18. I've never seen it used. Maybe others have. </p><p></p><p>Teleportation? Sure. But again, if there was no teleportation I don't think it would make a difference. If you can't teleport then there would be some other way of getting somewhere, the story would change. The campaign arcs I've seen where teleportation was useful happened <em>because </em>there was the teleportation spell. Does it matter who casts teleport as long as the team gets there? Would the DM run the same campaign scenarios if teleportation was unavailable or would the nature of the campaign simply change slightly? Either the campaign switches to travel mode and the journey becomes part of the campaign or it's handwaved with a "you find a boat and it takes you 3 weeks to get there" in my experience.</p><p></p><p>Yes, the wizard can sometimes help with defense. Just like the fighter helps defend other people in the party every time they charge up front and get into melee. Except the fighter does it most combats while still dealing damage. If the fighter really cares about it they can take feats like sentinel or pick up the protection fighting style. For the wizard it's a limited resource and they typically have to choose between that and doing damage.</p><p></p><p>It's like saying the only important people on the team in (American) football are the quarterback and running back because they're the ones responsible for the touchdowns. But without effective linemen it all falls apart*. It just means they're different. If you want to be a caster, be a caster. It's handy if someone on the team is. Just like it's handy to have someone that can open locks and find traps if that's a thing. It's also handy to have that front line fighter keeping the troll from eating the squishy wizard.</p><p></p><p>*<em>And now I've exhausted my knowledge on football; I don't think I've watched more than a few minutes of a game since high school.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 8544459, member: 6801845"] Modify memory is one of the few powerful spells that if it works (don't forget the target has advantage on their saves) that I agree with. It's also incredibly situational and potentially dangerous. You're using one of your rare 5th level spell slots of which you only ever get 3 and that's at level 18. I've never seen it used. Maybe others have. Teleportation? Sure. But again, if there was no teleportation I don't think it would make a difference. If you can't teleport then there would be some other way of getting somewhere, the story would change. The campaign arcs I've seen where teleportation was useful happened [I]because [/I]there was the teleportation spell. Does it matter who casts teleport as long as the team gets there? Would the DM run the same campaign scenarios if teleportation was unavailable or would the nature of the campaign simply change slightly? Either the campaign switches to travel mode and the journey becomes part of the campaign or it's handwaved with a "you find a boat and it takes you 3 weeks to get there" in my experience. Yes, the wizard can sometimes help with defense. Just like the fighter helps defend other people in the party every time they charge up front and get into melee. Except the fighter does it most combats while still dealing damage. If the fighter really cares about it they can take feats like sentinel or pick up the protection fighting style. For the wizard it's a limited resource and they typically have to choose between that and doing damage. It's like saying the only important people on the team in (American) football are the quarterback and running back because they're the ones responsible for the touchdowns. But without effective linemen it all falls apart*. It just means they're different. If you want to be a caster, be a caster. It's handy if someone on the team is. Just like it's handy to have someone that can open locks and find traps if that's a thing. It's also handy to have that front line fighter keeping the troll from eating the squishy wizard. *[I]And now I've exhausted my knowledge on football; I don't think I've watched more than a few minutes of a game since high school.[/I] [/QUOTE]
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