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General Tabletop Discussion
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good breakdown of multiclass vs single class for 5e?
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<blockquote data-quote="ECMO3" data-source="post: 8621156" data-attributes="member: 7030563"><p>Fear clears a room a better than fireball. </p><p></p><p>You generally will have to win initiative or have surprise to clear a room with fireball. The irony is the more "mooks" in the room, the less likely you will win initiative.</p><p></p><p></p><p></p><p>Generally about half of them are not going to be targeted at all because they will be engaged with your allies before you cast it. </p><p></p><p>An Evoker does solve this problem, but that is not a very powerful class comapred to others.</p><p></p><p></p><p></p><p></p><p>If at least 1 intelligent enemy saves they will NEVER lose more than 2 turns unless the DM is stupid. For example lets say you catch 14 bad guys in HP and 13 of them fail thier save. Let's evenly distribute initiative order among the wizard and 14 bad guys:</p><p></p><p></p><p>20: BG1</p><p>19: BG2</p><p>18: BG3</p><p>17: BG4</p><p>16: BG5</p><p>15: BG6</p><p>14: BG7</p><p>13: Wizard</p><p>12: BG8</p><p>11: BG9</p><p>10: BG10</p><p>9: BG11</p><p>8: BG12</p><p>7: BG13</p><p>6: BG14</p><p></p><p>You cast on initiative order 13. For the sake of this discussion we will say you catch every single one of them in HP and ONLY BG12 makes his save (initiative order 8). You had a great setup with 14 bad guys in the AOE and you got great rolls with 13 failing their saves and being charmed. After the wizards turn here is how it progresses:</p><p></p><p>12: BG 8 is charmed and can do nothing</p><p>11: BG 9 is charmed and can do nothing</p><p>10: BG10 is charmed and can do nothing</p><p>9: BG11 is charmed and can do nothing</p><p>8: BG12 uses action to wake BG 13</p><p>7: BG13 uses action to wake BG 14</p><p>6: BG14 uses action to wake bad guy 1</p><p>20: BG1 uses action to wake BG2</p><p>19: BG2 uses action to wake BG3</p><p>18: BG3 uses action to wake BG4</p><p>17: BG4 uses action to wake BG5</p><p>16: BG5 uses action to wake BG6</p><p>15: BG7 uses action to wake BG 8</p><p>Wizard -casts nonconcentration spell becasue he is still concentrating on the few that are not up /.. oh and it can not do damage to the remaining few charmed guys</p><p>13: BG8 uses action to wake BG9</p><p>12:BG9 uses action to wake BG10</p><p>11:BG10 uses action to wake BG11</p><p>ALL of them are now back in the fight</p><p></p><p>In this example where you got over the top luck and the results are 3 enemies lost 2 actions (BG8, BG9, BG10), 11 enemies lost one action (the rest of them). If the initiative was the best possible and only the guy that went right before the wizard saves they would have all lost 2 actions except him (he would lose 1).</p><p></p><p>That is how the spell works and if your DM is not playing it that way then he is playing on easy mode for you. I know a lot of tables homebrew this spell so enemies that are awaken can't use actions, but that is not RAW</p><p></p><p></p><p></p><p>Not true. Cantrip damage scales with character level not caster level, so at 5th level you get an extra 1d8 on a hit even if the enemy does not move</p><p></p><p>18 strength greatsword 5th level 2 attacks AC 15: 14 DPR (11 damagex2 with a 65% chance to hit)</p><p>18 strength greatsword 5th level Booming Blade AC15: 10 plus 6 if he moves (15.5 damage + 9 movement damage with a 65% chance to hit)</p><p></p><p>So using the highest damage weapon in the game for extra attack it is 4 per turn if the enemy never, ever, ever, ever, ever moves. So even if the enemy never, ever, ever, ever, ever moves, the average combat would have to go 7 rounds to be more than 25 difference. And news flash, the enemy does move sometimes.</p><p></p><p>Now you can certainly tack on feats, subclass abilities etc to drive that up some, but in general it is about 5 difference like I said.</p><p></p><p></p><p></p><p>Two attack rolls are benificial if you are adding conditional damage like sneak attack or a condition like frightened on a hit. If you are just evaluating it on damage value though there is no benefit to hitting once for 20 or twice for 10.</p><p></p><p></p><p></p><p></p><p>No this is not true, you need to read the rules on multiclassing.</p><p></p><p>A multiclass caster can use any of his slots to cast any of his spells. A Bard4/fullcaster1 has 9 slots (4 1st, 3 2nd, 2 3rd) and he can use all 9 of them for shield and absorb elements if he wants.</p><p></p><p>The only exception is if he multiclasses to warlock. In that case he has 7 slots plus 2 first level slots that recharge on a short rest. But he can use any of those slots for any of his warlock or bard spells.</p><p></p><p></p><p></p><p>It is no loss in slots. You need to read the rules on multiclassing</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8621156, member: 7030563"] Fear clears a room a better than fireball. You generally will have to win initiative or have surprise to clear a room with fireball. The irony is the more "mooks" in the room, the less likely you will win initiative. Generally about half of them are not going to be targeted at all because they will be engaged with your allies before you cast it. An Evoker does solve this problem, but that is not a very powerful class comapred to others. If at least 1 intelligent enemy saves they will NEVER lose more than 2 turns unless the DM is stupid. For example lets say you catch 14 bad guys in HP and 13 of them fail thier save. Let's evenly distribute initiative order among the wizard and 14 bad guys: 20: BG1 19: BG2 18: BG3 17: BG4 16: BG5 15: BG6 14: BG7 13: Wizard 12: BG8 11: BG9 10: BG10 9: BG11 8: BG12 7: BG13 6: BG14 You cast on initiative order 13. For the sake of this discussion we will say you catch every single one of them in HP and ONLY BG12 makes his save (initiative order 8). You had a great setup with 14 bad guys in the AOE and you got great rolls with 13 failing their saves and being charmed. After the wizards turn here is how it progresses: 12: BG 8 is charmed and can do nothing 11: BG 9 is charmed and can do nothing 10: BG10 is charmed and can do nothing 9: BG11 is charmed and can do nothing 8: BG12 uses action to wake BG 13 7: BG13 uses action to wake BG 14 6: BG14 uses action to wake bad guy 1 20: BG1 uses action to wake BG2 19: BG2 uses action to wake BG3 18: BG3 uses action to wake BG4 17: BG4 uses action to wake BG5 16: BG5 uses action to wake BG6 15: BG7 uses action to wake BG 8 Wizard -casts nonconcentration spell becasue he is still concentrating on the few that are not up /.. oh and it can not do damage to the remaining few charmed guys 13: BG8 uses action to wake BG9 12:BG9 uses action to wake BG10 11:BG10 uses action to wake BG11 ALL of them are now back in the fight In this example where you got over the top luck and the results are 3 enemies lost 2 actions (BG8, BG9, BG10), 11 enemies lost one action (the rest of them). If the initiative was the best possible and only the guy that went right before the wizard saves they would have all lost 2 actions except him (he would lose 1). That is how the spell works and if your DM is not playing it that way then he is playing on easy mode for you. I know a lot of tables homebrew this spell so enemies that are awaken can't use actions, but that is not RAW Not true. Cantrip damage scales with character level not caster level, so at 5th level you get an extra 1d8 on a hit even if the enemy does not move 18 strength greatsword 5th level 2 attacks AC 15: 14 DPR (11 damagex2 with a 65% chance to hit) 18 strength greatsword 5th level Booming Blade AC15: 10 plus 6 if he moves (15.5 damage + 9 movement damage with a 65% chance to hit) So using the highest damage weapon in the game for extra attack it is 4 per turn if the enemy never, ever, ever, ever, ever moves. So even if the enemy never, ever, ever, ever, ever moves, the average combat would have to go 7 rounds to be more than 25 difference. And news flash, the enemy does move sometimes. Now you can certainly tack on feats, subclass abilities etc to drive that up some, but in general it is about 5 difference like I said. Two attack rolls are benificial if you are adding conditional damage like sneak attack or a condition like frightened on a hit. If you are just evaluating it on damage value though there is no benefit to hitting once for 20 or twice for 10. No this is not true, you need to read the rules on multiclassing. A multiclass caster can use any of his slots to cast any of his spells. A Bard4/fullcaster1 has 9 slots (4 1st, 3 2nd, 2 3rd) and he can use all 9 of them for shield and absorb elements if he wants. The only exception is if he multiclasses to warlock. In that case he has 7 slots plus 2 first level slots that recharge on a short rest. But he can use any of those slots for any of his warlock or bard spells. It is no loss in slots. You need to read the rules on multiclassing [/QUOTE]
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