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Lightning Bolt should be better.
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<blockquote data-quote="TheSword" data-source="post: 8253005" data-attributes="member: 6879661"><p>The maths of wizards damage has been thoroughly debunked by [USER=93670]@tetrasodium[/USER] ’s maths.</p><p></p><p>It really annoys me when wizards cause outrage because they can fly, or levitate. It’s magic for Pete’s sake, it is supposed to break the rules of physics. That isn’t an added benefit of being a wizard. It’s their raison d’etre.</p><p></p><p>That said. Now when a wizard casts fly... that’s their big spell cast. It’s pot shots from now on and no buffs or debuffs, no bonus damage from bigbys hand, no stoneskin. Sure you can rain fireballs from above a couple of times. Then your AC 16 is peppered with arrows, you lose concentration on your fly with an unlucky roll and you’re back on the ground, unprotected.</p><p></p><p>Familiars are hardly the be all and all to scouting. Unlike 3e they have 1-4 hp and you can only communicate with your familiar within 100ft. Which is 20 squares away. Not really all the scouting you need. Stopped by something as simple as a door.</p><p></p><p>In earlier editions you could find spells just as easily. Either from spellbooks or just buying the appropriate scroll. Saying that wizards getting a way to use their class abilities is hardly a big advantage. What in 2e did wizards not find their spells... did you have lvl 15 wizards running round that hadn’t fount an 8th level spell yet. They get 2 spells per level... out of a choice of what 20?</p><p></p><p>Concentration spells can still be interrupted and counter spelling is far easier to obtain in 5e. The loss of attacks of opportunity interrupting casting is a very minor boost. That doesn’t make wizards quadratic again. It just stops them sucking.</p><p></p><p>Have you read the ritual spells for 5e. Most are extremely circumstantial or have very minor utility. Tensers Floating Disc and alarm alarm are very minor powers. </p><p></p><p>Moving away from Vancian casting was a brave move. Though i think people seriously overestimate how far Level+Int spells go. A level 5 wizard gets 8 or 9 spells realistically. Three per spell level. That doesn’t leave a lot of flexibility.</p><p></p><p>Wizard saving throws DCs in 3e were often in the 20’s +. With a minimum of effort it was possible to have a DC of 18 at 1st level. With save or suck spells effectively incapacitating targets. Now Saves are strictly limited with very few methods of increasing beyond ASIs, which then means you’re not gaining feats. Yes that burning hands spell has an acceptable save DC now. But it isn’t actually doing anything more than it did at 1st level, it just remains an option. That burning hands is still doing 3d6 damage which is now a meager amount. Up casting is awesome but is rarely better than just using an equivalent level spell.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8253005, member: 6879661"] The maths of wizards damage has been thoroughly debunked by [USER=93670]@tetrasodium[/USER] ’s maths. It really annoys me when wizards cause outrage because they can fly, or levitate. It’s magic for Pete’s sake, it is supposed to break the rules of physics. That isn’t an added benefit of being a wizard. It’s their raison d’etre. That said. Now when a wizard casts fly... that’s their big spell cast. It’s pot shots from now on and no buffs or debuffs, no bonus damage from bigbys hand, no stoneskin. Sure you can rain fireballs from above a couple of times. Then your AC 16 is peppered with arrows, you lose concentration on your fly with an unlucky roll and you’re back on the ground, unprotected. Familiars are hardly the be all and all to scouting. Unlike 3e they have 1-4 hp and you can only communicate with your familiar within 100ft. Which is 20 squares away. Not really all the scouting you need. Stopped by something as simple as a door. In earlier editions you could find spells just as easily. Either from spellbooks or just buying the appropriate scroll. Saying that wizards getting a way to use their class abilities is hardly a big advantage. What in 2e did wizards not find their spells... did you have lvl 15 wizards running round that hadn’t fount an 8th level spell yet. They get 2 spells per level... out of a choice of what 20? Concentration spells can still be interrupted and counter spelling is far easier to obtain in 5e. The loss of attacks of opportunity interrupting casting is a very minor boost. That doesn’t make wizards quadratic again. It just stops them sucking. Have you read the ritual spells for 5e. Most are extremely circumstantial or have very minor utility. Tensers Floating Disc and alarm alarm are very minor powers. Moving away from Vancian casting was a brave move. Though i think people seriously overestimate how far Level+Int spells go. A level 5 wizard gets 8 or 9 spells realistically. Three per spell level. That doesn’t leave a lot of flexibility. Wizard saving throws DCs in 3e were often in the 20’s +. With a minimum of effort it was possible to have a DC of 18 at 1st level. With save or suck spells effectively incapacitating targets. Now Saves are strictly limited with very few methods of increasing beyond ASIs, which then means you’re not gaining feats. Yes that burning hands spell has an acceptable save DC now. But it isn’t actually doing anything more than it did at 1st level, it just remains an option. That burning hands is still doing 3d6 damage which is now a meager amount. Up casting is awesome but is rarely better than just using an equivalent level spell. [/QUOTE]
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