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<blockquote data-quote="Flamestrike" data-source="post: 6947618" data-attributes="member: 6788736"><p>A typical Adventuring day is 6-8 (lets say 6) encounters of around 5 rounds each featuring around 2 short rests.</p><p></p><p>If your casters have enough juice in the tank to drop (6x5) = 30 spell slots in that time, something is very out of whack.</p><p></p><p>Even at mid level, a Wizard 11 has 16 spell slots (plus arcane recovery) to work with over those 30 rounds, and 7 of those slots are 1st and 2nd level spells of reduced utility by the time you're facing mid-high level encounters.</p><p></p><p>That's a spell every second round or so, and every second or so of those spells is a minor spell of 1st or 2nd level like shield, mage armor, invisibility or charm person.</p><p></p><p></p><p></p><p>In the above scenario, a Monk 11 has 33 Ki points, or enough for 1/ round with a few left over. The BM Fighter 11 has 3 action surges, 3 second winds, 15 superiority die (d10s) enabling roughly 2 + 1/2 superiority die per combat, plus either a second wind or an action surge every combat.</p><p></p><p>The Monk has a lot of baked in mobility and defenses over and above the Wizard also. The fighter has double the HP and more at will minor utility/ damage via extra feats and ASI. The wizard has lower HP, poorer at will damage than the Fighter, and at will utility of rituals (assuming enough time to use them).</p><p></p><p>It actually balances really well at this point.</p><p></p><p>That's not the problem. The problem for many is they don't use the assumed [6ish encounter 2ish short rest] adventuring day despite the game balancing there.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6947618, member: 6788736"] A typical Adventuring day is 6-8 (lets say 6) encounters of around 5 rounds each featuring around 2 short rests. If your casters have enough juice in the tank to drop (6x5) = 30 spell slots in that time, something is very out of whack. Even at mid level, a Wizard 11 has 16 spell slots (plus arcane recovery) to work with over those 30 rounds, and 7 of those slots are 1st and 2nd level spells of reduced utility by the time you're facing mid-high level encounters. That's a spell every second round or so, and every second or so of those spells is a minor spell of 1st or 2nd level like shield, mage armor, invisibility or charm person. In the above scenario, a Monk 11 has 33 Ki points, or enough for 1/ round with a few left over. The BM Fighter 11 has 3 action surges, 3 second winds, 15 superiority die (d10s) enabling roughly 2 + 1/2 superiority die per combat, plus either a second wind or an action surge every combat. The Monk has a lot of baked in mobility and defenses over and above the Wizard also. The fighter has double the HP and more at will minor utility/ damage via extra feats and ASI. The wizard has lower HP, poorer at will damage than the Fighter, and at will utility of rituals (assuming enough time to use them). It actually balances really well at this point. That's not the problem. The problem for many is they don't use the assumed [6ish encounter 2ish short rest] adventuring day despite the game balancing there. [/QUOTE]
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