Here's a thought, which would strengthen the "bouncing bolt" and also simplify adjudication (no calculating angles of incidence or debating the curve of a cave wall):Let them rebound geometrically off hard surfaces, like billiard balls. Also force an aiming roll to make sure it goes where you want it to.
Having it start right at the caster is a hard nerf from the 1e version.
On the first part probably not because so much of what casters do is things other than damage spells & there are spell slots first through ninth level. If you want to talk damage alone though ithose twostarts out at 2.666_d6/slot level as 8d6 third level spells & adds +1d6 per after that. By comparison sneak attack can be used every round at no limited resource cost beyond the need to attack also scales at the same +1d6/2 character levels but can add strength or dex at least once per round and +1d6 or +2d6 depending on if dual wielding or not if they self restrict to short swords.With that in mind, would changing Fireball & Lightning bolt to scale up by 2d6 per level be out of line (assuming similar other direct damage spells were scaled up similarly)? Also, would it be better if Lightning Bolt was given back its “start & end point” instead of simply making the start point the caster?
Wow that's a pretty bold way of missing the point. Before I fully respond, you are claiming that the third level spell duo fireball &Before I fully respond, you are claiming that wizards don't have enough options against opponents with their 3rd level spells?
Because that's a pretty bold claim!
Playing in (a highly homebrewed) Tomb of Annihilation campaign, in a fight with those goblins that stack on top of each other, my party's Sorcerer killed ~30 goblins with one fireball.I once had an NPC hit three PCs with Lightning Bolt. It was glorious!
Saying those 2 spells (fireball and lightning bolt) are the only spells a caster needs, is not even close to what I'm claiming. That would be a ridiculous claim. Maybe I was a bit too flippant in my response, rich took away from the point. If sorry about that.On the first part probably not because so much of what casters do is things other than damage spells & there are spell slots first through ninth level. If you want to talk damage alone though ithose twostarts out at 2.666_d6/slot level as 8d6 third level spells & adds +1d6 per after that. By comparison sneak attack can be used every round at no limited resource cost beyond the need to attack also scales at the same +1d6/2 character levels but can add strength or dex at least once per round and +1d6 or +2d6 depending on if dual wielding or not if they self restrict to short swords.
Fireball & lightning bolt get all the attention because they are one of the few spells that are at least close to reasonable at base level but the math for at will & most spells is abhorrent & you can see that drawn out step by step along with a spreadsheet link here showing where a generic d12 cantrip plus a couple leveled spells stacks up to various weapon users.. I'm not sure what the "start & end point" means since I mostly skipped 4e & don't know if that's a reference to old style bouncing lightning bolts or not. When it's all said & done there are a few things that add up to be big problems for casters that fireball & lightning bolt just happen to sidestep enough to keep up in that one pillar of their abilities. For their part the nondamage spells tend to be written as if they are part of a game where the rankings for at will & spike damage by class are inverted
If a caster wants to specialize as a glass cannon type or really any other type of caster there are no meaningful options for them between class archetype feat & to a degree even magic items other than charged spell wands available for accomplishing that. Yes there are ways to get +attribute mod to spells or cantrips meeting various conditions but that's literally just getting the benefit granted to every weapon user before even considering race/class/feat/etc choices that add to those weapon attacks. Wotc removed the penalty for second/third/etc attack to make them basically as guaranteed as the first causing them to reliably multiply everything each round while casters rarely multiply anything of meaning & almost never more than one round worth if they do save a few exceptions. Concentration is massively overused & often pointlessly attached to spells that are already self limiting in multiple ways as if they were instead cranked to 11. This is especially problematic for nondamage spells that go from being almost good to flat out cruddy & denies casters an especially meaningful alternate pillar involving nondamage options. You can see that easily by looking at the scorn bordering on outright contempt for the glass cannon idea over better options in the old 3.5 god wizard guide. Wotc designs everything against some faulty whiteroom what if where fighters never get magic weapons then never considers what happens when they do & go out of their way making every effort to make sure that the martials are as likely as possible to trivially obtain magic weapons. This one is really what makes everything else so difficult since it affects spells themselves, magic items, magic item availability, & critically so many aspects of monster design Because of that last point most spells are absolute trash unused by design. In previous editions a caster might go through spell options in the book from time to time seeing if things jump out as a meaningful option they passed on before now that they are higher caster level & have whatever expecting a reasonable chance of coming across broadly useful options. In 5e the odds are near zero- Finally there's this ↓
Wow that's a pretty bold way of missing the point. Before I fully respond, you are claiming that the third level spell duo fireball &
lightning bolt are not only the only spells a caster needs but also that blasting is the only meaningful role that a caster should bother with or that the mere presence of those two spells excuses any amount of bad design in the other 300something spells that are often each trying tocombat rampant unchecked lfqw alongside monster design attempting to do the same without stopping to notice that 5e inverts LFQW into LWQF & LWQR . Thanks for providing an example of why a couple good enough spells atop a pile of unused by design & almost but not really good spells is so problematic in a ways that makes doing anything about it such a sisyphean task. So much of what casters do is the nondamage stuff while that nondamage stuff is hamstrung by the faulty assumption that LFQW is still a serious thing present in 5e.
5e doesn't "reduce it", that bolded statement is simply false because an inversion is quite different from a reduction & the math supports me in that statement. Leveled spells do not create LFQW unless you ignore that martials also have limited use options & don't include them or start doing things like " well if these spells always hit the number of targets defined in the faulty dmg249 targets in areas of effect spherical cow that assumes enough opponents present who are also politely arranged for the spell. Remember that wotc's own advice rules out the relevance of "but what if the GM deliberately refuses to allow magic items" as a meaningful concern. To give you a leg up on proving your point, here is the math of & what compares to a maximized disintegrate & maximized meteor swarm but it's not pretty and nicely shows how untrue that bolded claim of yours is in 5e.Saying those 2 spells (fireball and lightning bolt) are the only spells a caster needs, is not even close to what I'm claiming. That would be a ridiculous claim. Maybe I was a bit too flippant in my response, rich took away from the point. If sorry about that.
I'm claiming that wizards are quite versatile in the many things they can accomplish through spells, across all 3 tiers of play. Your post, which was not easy to parse, seemed to be arguing that that's not the case.
I wanted to make sure that was what you were actually arguing.
Preemptively, yes there are quite a few "garbage" spells across many levels. This is unfortunate as they can act as traps for the unwary (though this is a bigger problem for the sorcerer than the wizard), but weeding those out, the wizard still has many good choices.
Also, as too LFQW: 5e greatly reduces it, especially when compared to 3e. But it's still there, too a greatly lessened degree.
5e doesn't "reduce it", that bolded statement is simply false because an inversion is quite different from a reduction & the math supports me in that statement. Leveled spells do not create LFQW unless you ignore that martials also have limited use options & don't include them or start doing things like " well if these spells always hit the number of targets defined in the faulty dmg249 targets in areas of effect spherical cow that assumes enough opponents present who are also politely arranged for the spell. Remember that wotc's own advice rules out the relevance of "but what if the GM deliberately refuses to allow magic items" as a meaningful concern. To give you a leg up on proving your point, here is the math of & what compares to a maximized disintegrate & maximized meteor swarm but it's not pretty and nicely shows how untrue that bolded claim of yours is in 5e.
Have none of you ever used wizards/blue dragons at the end of a 100 foot hallway?Playing in (a highly homebrewed) Tomb of Annihilation campaign, in a fight with those goblins that stack on top of each other, my party's Sorcerer killed ~30 goblins with one fireball.
Okay, if you are saying that a common DM style is to actively every encounter prevent lines from happening, then I have to agree with you. Just provide evidence that this is a common DM style to occur in the majority of battles and I will apologize and agree.1. Solo encounters.
2. Monsters filling alcoves that are opposite each other.
3. The party is between the monsters. Here, you can get them, but there is a cost that exceeds the benefit.
4. The monsters are airborne (and you are not) and are not in a line to the ground.
5. The monsters are spaced by more than 100 feet.
6. The line you need to get two of them requires you to move more than your speed to set up.
7. I can go on.
The utility of each of these spells is HIGHLY dependent upon DM style and encounter design.
Dude. Don't change history. You said you can ALWAYS (you even bolded it) get at least two creatures. There are dozens of situations where you either can't, or won't (due to the collateral damage). They come up all the time.Okay, if you are saying that a common DM style is to actively every encounter prevent lines from happening, then I have to agree with you. Just provide evidence that this is a common DM style to occur in the majority of battles and I will apologize and agree.
And thus saying ALWAYS, with bolded text, was not the right play.Or, we can be serious for a bit. Yes, it's easy to picture specifics it doesn't work.
I've been played for 40 years. The core issues around lightning bolt and fireball have been tweaked between editions, but their general shape and placing them has been a pretty consistent underlying issue. And I have to tell you that DM encounter design, DM play style, and party cooperation are the three largest factors in how effective those spells are. It can open the door to make them massive killers, or they can both be hard to use. When the wizard can't get to the front ranks, and can only lightning bolt enemies if they are willing to include the front ranks.... well, that can be tough.That said, the cases where fireball can't be used without hitting an ally are much greater than the cases for lightning bolt.
I offered an example earlier in post 70 where a line is actually present and numerous problems prevent the caster from taking advantage of it. Sadly enough I just drew a big room with the first wall tile I found & plonked down some monsters+PCs without even trying to create problems for lightning bolt & created quite a few. My goal was create a line & point out the problem with getting stuck in melee & I created quite a few by sheer coincidence without even trying.Okay, if you are saying that a common DM style is to actively every encounter prevent lines from happening, then I have to agree with you. Just provide evidence that this is a common DM style to occur in the majority of battles and I will apologize and agree.
Or, we can be serious for a bit. Yes, it's easy to picture specifics it doesn't work. That said, the cases where fireball can't be used without hitting an ally are much greater than the cases for lightning bolt.
Since you want to talk about control... I agree that it should bea major component of a skilled arcane caster like a wizard... it's not as simple as yo make it out though. The damage disparity is extremely relevant to things like buffing debuffing & control spells in that it shows the gap those spells need to make up for. Due to excessive application of concentration that gap is simply not something existing (de)buff & control spells are capable of bridging. This still does not get into the monster design assuming no magic weapons despite wotc doing everything they can to ensure that is something avoided unless deliberate. You can also add how phb197 oh so clearly making sure that players know damage beyond zero is nullified &the ease of returning an ally to their feet with any amount of healing further reducing the needfor the rest of the groupThere are two problems with your claim :
1. It only addresses damage dealt. In combat, damage isn't really the true strength of the Wizard. The true strength of the Wizard is control - hampering enemies to give time for others to eliminate them. From early on spells like sleep, continuing to web, to the wall spells, to spells like force cage and maze. That's the Wizard's true strength.
2. There are two other pillars of play, exploration and social interaction. The wizard's spells allow serious interaction with both these pillars to a degree the fighter simply cannot match. And it gets much worse as the levels increase, thus preserving a big aspect of LFQW.
I offered an example earlier in post 70 where a line is actually present and numerous problems prevent the caster from taking advantage of it. Sadly enough I just drew a big room with the first wall tile I found & plonked down some monsters+PCs without even trying to create problems for lightning bolt & created quite a few. My goal was create a line & point out the problem with getting stuck in melee & I created quite a few by sheer coincidence without even trying.
Since you want to talk about control... I agree that it should bea major component of a skilled arcane caster like a wizard... it's not as simple as yo make it out though. The damage disparity is extremely relevant to things like buffing debuffing & control spells in that it shows the gap those spells need to make up for. Due to excessive application of concentration that gap is simply not something existing (de)buff & control spells are capable of bridging. This still does not get into the monster design assuming no magic weapons despite wotc doing everything they can to ensure that is something avoided unless deliberate. You can also add how phb197 oh so clearly making sure that players know damage beyond zero is nullified &the ease of returning an ally to their feet with any amount of healing further reducing the needfor the rest of the group
Yes exploration & social interaction are very important aspects of the game, however again concentration overuse piles atop things like petty almost good spells the wizard can help you with tomorrow if it's not important to do now because there are so few ritual spells relevant to those pillars & that still isn't getting into the fact that the spell is only useful in any way if the spell is in their spellbook at a gp cost in an edition where wotc has so far refused to provide even a spitball tweet or UA wealth by level type thing a wizard feeling shorted could hold upin support of their need while asking for more. While on that topic there's the totally bonkers fact that wotc seems to think scrolls shouldn't even come into play until level 17-20 as the alpg spells out (above) & their hardcover adventures largely hold the line on when not simply updating old adventures from past editions like TyP did.
That bolded point needs support as you provide no evidence or even a shred of specificity in support of it as if the statement is true because people say it. Here I'll start you with this line someone posted in the cruddy spells thread "I thought that the point of Skill Empowerment being 5th level and requireing Concentration was to balance the Rogue vs the casters by not devaluing the Rogues Expertise." That theme comes up again & again where the very spells you are vaguely yet not specifically pinning your case on fall short of the mark lest they actually be useful when stacked against someone with higher damage & such
edit: @jgsugden back in post 70 I accidentally showed a case where you won't hit two even after lining it up![]()
Yes it does and I had this discussion not too long ago so I'll start by quoting what I wrote thereThe bolded point that in the exploration and social interaction tier the LFQW problem exists and worsens with level?
Well OK :
Exploration : as the Wizard/caster levels he gets progressively more reality altering spells that put many gaps between him and a fighter. Starting with stuff like find familiar and moving on to clairvoyance, Arcane eye, scrying, teleport etc. Mundane challenges can be overcome with anything from levitate to fly to dimension door to teleport. There's a reason that as adventures get higher in level they either have to hamstring the wizards spell use (teleport doesn't work because reasons, scry doesn't work because reasons, arbitrary time restrictions etc. ) or figure out fun ways to roll with it.
Social interaction: from the various disguise spells, to charm spells (nerfed quite a bit in 5e but still definitely a thing). To spells like glibness which take a rogue's hard earned reliable talent and tromp on it (floor is higher and it defeats lie detection magic). The wizard makes a big mark here too.
So yes LFQW still exists in 5e.
You also should go back to review what you said next time you rush to roll out the snark like when I asked for details on "things". That is significantly more detailed than your original list of "things"
While still not enough to bridge the gap & badly contrived or depending on system differences no longer present in 5e to manufature value in many ways it's at least some level of detail that is capable of being responded to.
- teleport This one is a complex array of issues that range from only being useful if the GM makesit so to depending on edition differences no longer present in 5e
- First & foremost trying to teleport to an area you are "very familiar with" has a 24% chance of not getting where you want ranging from a mishap to going somewhere else. The odds quickly get worse from there.
- Even if we assume that one can teleport without error every time it runs into a more significant problem. Specifically that there is no point unless the GM makes it a point. In past editions when you recovered hp slowly while resting in the field & slightly less slow while resting under the right conditions it was a serious benefit to simply teleporting back to town to rest . Firstly that was still a thing generally of dubious value in those older editions though because the person needing the heavy duty recovery was unlikely to be the squishy caster so the caster recovering faster than their crunchier allies is a meaningless hurry up & wait benefit. Secondly even if we assume there was some tangible benefit to doing it the caster still needs to somehow return & doing so is unlikely to be easy or worth the risk unless the gm places a teleport circle where the party is now
- planeshift: This one now has two massive elephants in the room & both of them left a pile on the floor .
- The first elephant in the room here is that this 7th level spell requires a "forked metal rod worth 250gp, attuned to a particular plane of existence." This spell literally can not even be cast unless the GM gives you something specific to cast it with or something specific to craft the required component needed to cast it.
- The other is of course Descent into Avernus where the players along with an entire city are dragged into another plane without the use of a player casting such a spell & it eventually ends with players returning from a hardcover adventure where nearly every single creature has some combination of energy resists energy immunities and magic resistance long before anyone is capable of casting it.
- revive the dead: This one is mostly divine specific but I'm not dismissing the possibility of a arcane raise dead type spell existing & caster focused divine class/archetpes exist so it doesn't go away at that. The critical second point is that bringing Bob's body (or some piece of it) back to a town/city & paying a local cleric to bring him back has always been an option to the point of that kind of thing occasionally even getting mentioned in modules & such simply because Bob can't cast raise dead on himself if he's dead if no other reason. Also there are a wide array of ways that a GM could have something else bring bob back, Keith Baker wrote about several here & some of he ravenloft/vanrichten previews seem to imply similar things while talking about dark gifts. I'm not sure why you'd bring up a spell the caster can use to bring an ally back from death but not themselves as such a massive feather in the cap for casters.
- curing curses & diseases. In 5e bestow curse is a concentration spell with a 1 minute duration , trog stench lasts 1 turn, wight life drain lasts until a long rest... While most of these effects allow regular saves or automatically go away after a long rest there are still rare exceptions like mummy rot & the clay golem thing a group without a caster can hire an NPC to cure it just as they could if bob was the one who needed to cast raise dead but was also the one who was dead. "saved the party from needing to hire an npc to cast a spell" is lightyears away from justifying all of the cards in the deck stacked elusively against casters
- transforming into dragons: The only way that even google seems to think this might be doable is with true As a 9th level spell this is only possible from level 17 on and of such dubious value & even my best effort from google was quick to point out the various downsides of tilting at this windmill that include but aren't limited to "What'd be the reason for them to stick with the party?" "retire the character" and my persona favorite "High level D&D is naughty word BONKERS ... I promise you the other players will be doing bonkers naughty word too, and at that point the campaign will be almost over anyway.".
- conjuring elementals/celestials/etc... Really?... No seriously... This is getting into territory on par with holding up how well sidewalk support using a unicycle or pogostick in a discussion about the state of bike lanes. You think that all of these strings red tape and hurdles were to proactively offset the game crushing powerhouse known as the shepherd circle druid almost nobody has ever seen played since it was released in XGE? You do know that magic resist energy resist/immune legendary resist & so on don't affect conjured creatures right? While casters other than the shepherd can conjure creatures, they are rarely worth conjuring. Tasha's introduced some new spells to summon useful creatures, but again we are talking years into 5e & concentration spells.
I'd never let anything after the bounce be at the caster's choice like that - that's where the risk part comes in!Here's a thought, which would strengthen the "bouncing bolt" and also simplify adjudication (no calculating angles of incidence or debating the curve of a cave wall):
When the line hits a solid barrier other than the ground, it ricochets and continues in a new direction of the caster's choice. A creature crossed multiple times by the same bolt only takes damage once.
In close quarters where you could bounce it between walls, hitting enemies and dodging allies, lightning bolt would now be a clear winner over fireball. On the other hand, fireball would remain the superior option in open spaces.
This is cool up to here. (though I'd still want to see an aiming roll for whether the line goes exactly where you want it to)I would probably allow it to function a tiny bit more like Chain Lightning, but not much. Something like you choose a line to point the lightning bolt, but it doesn't go straight down that line, it can zig-zag to creatures within 5 feet of it (in any direction) until the end of the line,
But this wrecks it. The bolt should affect everyone it can reach and not discriminate between friends, foes, or innocent bystanders.allowing the caster to choose who in the line are affected.
Monks dodging lightning for no damage is just plain cool. Anyone else is still going to take half damage anyway.I also might change the saving throw type of CON, as lightning doesn't actually need to hit you to kill you, and trying to dodge lightning in real life is doomed to failure.
Given how badly so many wizard spells have been nerfed over the years and editions, I find this hard to believe; unless the at-wills they've picked up during the same time are overpowered.So yes LFQW still exists in 5e.
I agree - I think all lightning spells should have the adv on attack or dis to saves for those in metal armor. No reactions would also be nice but would probably be too much.One of more of these would be my preference
- Disadvantage on saving throw in metal armour
- Choice to make it a 30’ cone
- Choice to have it originate up to 10 ft away from you
- Creature that fails its save can’t take reactions.