Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Do wizards suck? / multiple attacks
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AngryPurpleCyclops" data-source="post: 4719158" data-attributes="member: 82732"><p>I think it does. 2d8 scaling to 5d8 is a lot of added damage.</p><p></p><p>oops, I was covering a lot of ground I thought keterys option was the one with [W]main hand+[W]offhand anything allowing a second try to get sneak damage is really not good for the game.</p><p></p><p>great point!</p><p></p><p>Why? I'm confused. I'm playing a staff wizard, my initial stat array was 16,14,13,13,12,8. Eladrin makes this 18Int, 14Con, 13Cha, 13Wis, 14Dex, 8Str. At 4th level I took +1 Int, +1Wis, at 8th I'll take +1Int and +1Con so that at 11th I'll get my staff up to +3 but the rest of my pumps will likely be to Wis and I'll eventually take orb as a second implement. I haven't been using thunderwave (I have a magic item with 1 use of psychic wave/encounter which is basically the same.) My at-wills are ray of frost and scorching burst. Thunderwave is very good and I frequently think about swapping out ray for it but ray has some serious utility in certain situations and scorching goes with my "fire wizard" concept. Scorching also frequently allows you to target more enemies since it's range allows a wide variety of placements. I do love thunderwave but I disagree you can simply say it's the best at-will. Depends on the situation.</p><p></p><p>I'm not in the "orb wizards dominate" camp but I do think you're undervaluing it.</p><p></p><p>This waters down the build differentiation and really doesn't make a lot of sense. Not every wizard needs to have t-wave. This seems more like a "I wish it was this way so I could get better effect with my build" argument. You can't really argue it's the best at-will and then say "lets make it better". </p><p></p><p>still not a "weakness". Wizards have nice encounter powers and they can also use other dailies if a stun forces them to drop their sustainable. Rather than call this a weakness lets call it an offsetting factor when considering just how amazingly good wizard dailies are. I've been dazed with a sustained power in effect, I definitely hated the stun like position this put me in but I'm hardly ineffective if I have to drop my cloud. Losing cloud to stun isn't a weakness, having cloud in the first place is a bonus.</p><p></p><p>I agree with all of this but still think that the reason that wizards are hurt more by daze and stun is because they're getting a lot of value out of minors and moves that other classes can't replicate. It's good there's some ways to hamper wizards because contrary to the OP, I sort of think they're the most powerful class in the game (clerics are probably equally valuable in my estimation but not as "powerful") and so some things that hamper ongoing automatic damage actually help keep the wizards power in check.</p><p></p><p> 2 rounds is still 2 rounds. I'm a big fan of the sustainable powers but arguing that save ends stuff doesn't have a significant impact on a combat is a little misleading. If the BBEG is immobilized for 3 rounds and can't attack while the party pounds his minions it's pretty darn strong. I guess if you're strictly comparing trading out a sustainable daily for a save ends daily I'm in your camp thinking the sustainable powers are better but there are a lot of orb wizard fanatics who think differently. My point is that I wasn't comparing web to stinking cloud I was just saying web is a pretty strong power. </p><p></p><p>My DM would not like this use of readying at all. This also means your init is falling through the init order and next round all those creatures you waited on act before you which can be a significant penalty. The biggest problem with this tactic is that it's clearly not RAI. If you put the cloud on a group that group should all take an attack. I think we would house rule this away if anyone used it. It clearly makes no sense that the good guys and bad guys are in the cloud for the same amount of time but only the bad guys take the damage. You also must be specific when readying or else you lose your turn, I don't think my dm would let you say I'm reading my action until after monster xxx takes his turn. Lastly if you try this in our campaigns the monsters will use similar tactics.</p><p></p><p> so by extension if you're in the corner of a stinking cloud, attacks against you are at -2 for melee and -5 for ranged and monsters in melee with you under the cloud only get -2.</p><p></p><p>I get that it's just rarely a huge benefit and i can use the cloud for the same purpose while doing damage with it. </p><p></p><p>How much wisdom do you need? Clearly you can't argue arcane reach is mandatory? is there really a point here other than getting every feat and power with the right stats is difficult with wizards... this is a good thing not all wizards need to be the same.</p><p></p><p>This is pretty subjective. I don't have it and I dominate a lot of encounters. I'm definitely pulling my share of the load and I'm sure a lot of other wizards without it are as well. this is pretty subjective but if you feel twave is so good you definitely can't make any case for making it easier to use.</p><p></p><p>hardly the only viable build for a wizard.</p><p></p><p>ahhh. thanks.</p><p></p><p> great point. </p><p> </p><p> the human body is amazingly tough when it comes down to it and though anecdotally you're correct about the possibility of death from a relatively light blow to a particularly vulnerable location this is far from normal and not easy to achieve.</p><p></p><p>this is simply untrue. You're clearly sparring with the wrong people if you've found two daggers to be superior to any form of sword. </p><p> </p><p>Not this is the proper forum for this but I think you might be surprised at who you find playing DnD. Besides over 200 bar fights, up to and including, broken bottles, knives and firearms. I've been inside a full contact kickboxing ring 18 times and I'm 17-1. I also spent 6 years in the military and after going through SEAL training I went to Somalia and the Gulf. I'm 6'5" 250lbs and I'm not only well trained but I'm well experienced. I've had 350 stitches and more than 20 broken bones. I was in a fight with 3 marines in Hong Kong and two of them had to be returned to the states instead of continuing on to the gulf. I've punished a lot of people physically in my 44 years and I hit pretty hard. I've caved in cheeks and eye sockets, fractured jaws, and knocked numerous people unconscious, and I have yet to see a single person killed by a blow to the temple. </p><p> </p><p>None the less you achieve a single attack with a relatively weak weapon when one considers the fact your targets are frequently armored/scaled/trained/armed. Reach is a very large deciding factor in melee combat. So is focus. I have a good friend who owns a dojo and he was hired by the FBI and Secret Service because inside 15 ft he's nearly unhitable with a firearm. Even in the 15-22' range he's hit by less than one in three shooters and we're talking about some of the best trained shooters in the world. He's 5'9" and even though he can take a firearm from me before I can shoot him 4 times out of 5 (even though I know his exact technique) he still doesn't like the impact my reach has on him when we spar. two daggers will not be able to fend off significant blows from a weapon with some heft. You'll simply wind up with a broken wrist or shattered forearm. They practice kendo in my friends dojo and there is no way I would try and approach one of them with a pair of daggers. Even the rattan strips leave large dents on the fencing helmets. If two daggers was a strong concept in combat it would have seen use on the battle field. A spiked buckler will get you a lot further than a second dagger. Why would anyone use a bayonet if knives were good? Reach.</p><p></p><p>Not if the opponent is equally skilled. A lot of combats end quickly because weapons are intended to do serious harm but trained fighters look for an opening and try not to expose themselves. Armies of 10's of thousands have met on battlefields and fought for hours and yet the dead number less than 20%. If all the encounters ended fatally in a few seconds in under a minute you might suffer 50 or 75% casualties. Give me a roman gladiator with a buckler and short sword and he'll have the guy with two daggers for lunch 9 times out of 10.</p><p> </p><p> I'm aware of the problems with long hafted weapons in terms of recovery time. None the less they're a lot more formidable than a dagger. The best combo is clearly sword and shield or else it would not have gotten so much use. You don't really want a large shield for single combat (this goes back to fighting in ranks) but reach is still a factor and a shield can often be used MUCH more effectively as a second weapon than a second weapon can. The point of all this is that you can't make a simulationist argument for multiple attacks for the dagger wielder because it's the less effective system. </p><p> </p><p>This is semi ninja fantasy. parrying large weapons with small weapons is tricky business. You can't parry a baseball bat with a dagger most of the time and a broadsword is significantly more dangerous than a bat. Before we engage in more ninja fantasy dodging blows and giving glancing parries that redirect rather than blocked lets remember this is DnD. You might be immobilized when you're trying your dagger parry. You also might be surrounded.</p><p></p><p>As far as harmony goes, if I bump/push/nudge you with the shield and impede your balance for just a second I might easily lop off your lead foot with a blow you couldn't see until the blade whistled out from under the shield. There's a lot of things that work in "harmony" many of them much more effectively than a pair of daggers. There's no way you can make an argument that 2 daggers is always better than other armament and in fact most often it's simply worse. beyond the "realism" there is a game here and unbalancing it in the name of "fantasy realism" o the detriment of balance makes practically no sense.</p></blockquote><p></p>
[QUOTE="AngryPurpleCyclops, post: 4719158, member: 82732"] I think it does. 2d8 scaling to 5d8 is a lot of added damage. oops, I was covering a lot of ground I thought keterys option was the one with [W]main hand+[W]offhand anything allowing a second try to get sneak damage is really not good for the game. great point! Why? I'm confused. I'm playing a staff wizard, my initial stat array was 16,14,13,13,12,8. Eladrin makes this 18Int, 14Con, 13Cha, 13Wis, 14Dex, 8Str. At 4th level I took +1 Int, +1Wis, at 8th I'll take +1Int and +1Con so that at 11th I'll get my staff up to +3 but the rest of my pumps will likely be to Wis and I'll eventually take orb as a second implement. I haven't been using thunderwave (I have a magic item with 1 use of psychic wave/encounter which is basically the same.) My at-wills are ray of frost and scorching burst. Thunderwave is very good and I frequently think about swapping out ray for it but ray has some serious utility in certain situations and scorching goes with my "fire wizard" concept. Scorching also frequently allows you to target more enemies since it's range allows a wide variety of placements. I do love thunderwave but I disagree you can simply say it's the best at-will. Depends on the situation. I'm not in the "orb wizards dominate" camp but I do think you're undervaluing it. This waters down the build differentiation and really doesn't make a lot of sense. Not every wizard needs to have t-wave. This seems more like a "I wish it was this way so I could get better effect with my build" argument. You can't really argue it's the best at-will and then say "lets make it better". still not a "weakness". Wizards have nice encounter powers and they can also use other dailies if a stun forces them to drop their sustainable. Rather than call this a weakness lets call it an offsetting factor when considering just how amazingly good wizard dailies are. I've been dazed with a sustained power in effect, I definitely hated the stun like position this put me in but I'm hardly ineffective if I have to drop my cloud. Losing cloud to stun isn't a weakness, having cloud in the first place is a bonus. I agree with all of this but still think that the reason that wizards are hurt more by daze and stun is because they're getting a lot of value out of minors and moves that other classes can't replicate. It's good there's some ways to hamper wizards because contrary to the OP, I sort of think they're the most powerful class in the game (clerics are probably equally valuable in my estimation but not as "powerful") and so some things that hamper ongoing automatic damage actually help keep the wizards power in check. 2 rounds is still 2 rounds. I'm a big fan of the sustainable powers but arguing that save ends stuff doesn't have a significant impact on a combat is a little misleading. If the BBEG is immobilized for 3 rounds and can't attack while the party pounds his minions it's pretty darn strong. I guess if you're strictly comparing trading out a sustainable daily for a save ends daily I'm in your camp thinking the sustainable powers are better but there are a lot of orb wizard fanatics who think differently. My point is that I wasn't comparing web to stinking cloud I was just saying web is a pretty strong power. My DM would not like this use of readying at all. This also means your init is falling through the init order and next round all those creatures you waited on act before you which can be a significant penalty. The biggest problem with this tactic is that it's clearly not RAI. If you put the cloud on a group that group should all take an attack. I think we would house rule this away if anyone used it. It clearly makes no sense that the good guys and bad guys are in the cloud for the same amount of time but only the bad guys take the damage. You also must be specific when readying or else you lose your turn, I don't think my dm would let you say I'm reading my action until after monster xxx takes his turn. Lastly if you try this in our campaigns the monsters will use similar tactics. so by extension if you're in the corner of a stinking cloud, attacks against you are at -2 for melee and -5 for ranged and monsters in melee with you under the cloud only get -2. I get that it's just rarely a huge benefit and i can use the cloud for the same purpose while doing damage with it. How much wisdom do you need? Clearly you can't argue arcane reach is mandatory? is there really a point here other than getting every feat and power with the right stats is difficult with wizards... this is a good thing not all wizards need to be the same. This is pretty subjective. I don't have it and I dominate a lot of encounters. I'm definitely pulling my share of the load and I'm sure a lot of other wizards without it are as well. this is pretty subjective but if you feel twave is so good you definitely can't make any case for making it easier to use. hardly the only viable build for a wizard. ahhh. thanks. great point. the human body is amazingly tough when it comes down to it and though anecdotally you're correct about the possibility of death from a relatively light blow to a particularly vulnerable location this is far from normal and not easy to achieve. this is simply untrue. You're clearly sparring with the wrong people if you've found two daggers to be superior to any form of sword. Not this is the proper forum for this but I think you might be surprised at who you find playing DnD. Besides over 200 bar fights, up to and including, broken bottles, knives and firearms. I've been inside a full contact kickboxing ring 18 times and I'm 17-1. I also spent 6 years in the military and after going through SEAL training I went to Somalia and the Gulf. I'm 6'5" 250lbs and I'm not only well trained but I'm well experienced. I've had 350 stitches and more than 20 broken bones. I was in a fight with 3 marines in Hong Kong and two of them had to be returned to the states instead of continuing on to the gulf. I've punished a lot of people physically in my 44 years and I hit pretty hard. I've caved in cheeks and eye sockets, fractured jaws, and knocked numerous people unconscious, and I have yet to see a single person killed by a blow to the temple. None the less you achieve a single attack with a relatively weak weapon when one considers the fact your targets are frequently armored/scaled/trained/armed. Reach is a very large deciding factor in melee combat. So is focus. I have a good friend who owns a dojo and he was hired by the FBI and Secret Service because inside 15 ft he's nearly unhitable with a firearm. Even in the 15-22' range he's hit by less than one in three shooters and we're talking about some of the best trained shooters in the world. He's 5'9" and even though he can take a firearm from me before I can shoot him 4 times out of 5 (even though I know his exact technique) he still doesn't like the impact my reach has on him when we spar. two daggers will not be able to fend off significant blows from a weapon with some heft. You'll simply wind up with a broken wrist or shattered forearm. They practice kendo in my friends dojo and there is no way I would try and approach one of them with a pair of daggers. Even the rattan strips leave large dents on the fencing helmets. If two daggers was a strong concept in combat it would have seen use on the battle field. A spiked buckler will get you a lot further than a second dagger. Why would anyone use a bayonet if knives were good? Reach. Not if the opponent is equally skilled. A lot of combats end quickly because weapons are intended to do serious harm but trained fighters look for an opening and try not to expose themselves. Armies of 10's of thousands have met on battlefields and fought for hours and yet the dead number less than 20%. If all the encounters ended fatally in a few seconds in under a minute you might suffer 50 or 75% casualties. Give me a roman gladiator with a buckler and short sword and he'll have the guy with two daggers for lunch 9 times out of 10. I'm aware of the problems with long hafted weapons in terms of recovery time. None the less they're a lot more formidable than a dagger. The best combo is clearly sword and shield or else it would not have gotten so much use. You don't really want a large shield for single combat (this goes back to fighting in ranks) but reach is still a factor and a shield can often be used MUCH more effectively as a second weapon than a second weapon can. The point of all this is that you can't make a simulationist argument for multiple attacks for the dagger wielder because it's the less effective system. This is semi ninja fantasy. parrying large weapons with small weapons is tricky business. You can't parry a baseball bat with a dagger most of the time and a broadsword is significantly more dangerous than a bat. Before we engage in more ninja fantasy dodging blows and giving glancing parries that redirect rather than blocked lets remember this is DnD. You might be immobilized when you're trying your dagger parry. You also might be surrounded. As far as harmony goes, if I bump/push/nudge you with the shield and impede your balance for just a second I might easily lop off your lead foot with a blow you couldn't see until the blade whistled out from under the shield. There's a lot of things that work in "harmony" many of them much more effectively than a pair of daggers. There's no way you can make an argument that 2 daggers is always better than other armament and in fact most often it's simply worse. beyond the "realism" there is a game here and unbalancing it in the name of "fantasy realism" o the detriment of balance makes practically no sense. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Do wizards suck? / multiple attacks
Top