I agree that disintegrate being a high level slot is a bad example for comparison, but being a high level slot that is so limited it shouldn't even be in the same realm as at will damage . I usually stick to other spells or cantrips for A:A comparisons & there's a tab with bas all of the cantrips plus a bunch of weapons & the results are pretty stark there as well. Here's a fighter with a prison break 1d4 dagger shiv they found vrs a generic d12 cantrip
That's a damage comparison that should stack up like the three stooges vrs a heavy weapon but it's nowhere close to that with the cantrip not even beating the prison shiv until you drop to 14/16 strength & even then it's barely pulling ahead. Things get dramatically worse when you start comparing weapons+feats & cantrips people actually use.
Well of course. Those are
cantrips. They're the at-will single-target damage of a heavily resource-based class for whom single-target damage is the 2nd worst thing they do. Unless your DM is very good, its quite unlikely that a mid+ tier wizard will be casting cantrips for more than half of their rounds in combat. It is a good assumption that they are likely to cast a concentration spell which will be supplying "effect" (or damage equivalent) while they are throwing instant spells or cantrips in addition.
A lot of the comparisons I make deliberately try to stack things against the fighter like that absurd maximized lucky lucky lucky disintegrate & still come out with silly results like this with the dagger. The point isn't to argue over the numbers so much as show how far spells need to bridge the gap in nondamage areas
Utility spells often automatically achieve things that a skill check might be required to do, or flat out do things that no skill check, no matter how high could achieve.
In combat, we're comparing the the thing wizards do
2nd worst with what fighters do
best, partly because number vs number is easy, but mostly because fighrters just don't get anything that can compare to the utility, control or other nondamage effects wizards have access to. I mean you seem to have strong feelings on the matter, so I can understand you making it a comparison of damage rather than control options. Comparing grappling and shoving to wizard control spells is going to indicate a much greater discrepancy of power than single-target damage does.
What sort of nondamage areas do you believe spells are lagging behind in?
It's all well & good to say "Wizards do excel at casting spells: they do it much better than Fighters." While technically true it's not like fighters are limited to actor & dagger/short word because rogues like those akin to how wizards basically share the vast majority of their spell list with sorcerer/warlock/sorlock but cast them basically the same way unlike fighters getting extra attacks action surge etc.
You're going to have to break this sentence down a little further for me to understand it I'm afraid.
Spells cast by those wizards need to stack up to being something on par with what kind of useful fighters bring to the average session game after game & they fall far short with cantrips likewise being such a joke that they are effectively a pointless contribution. the occasional
This Looks Like a Job for Aquaman type situation where a niche spell is both available and basically by fiat declared the only solution doesn't make up the gap either.
You're saying that in your games, Wizards just cannot compare with Fighters in terms of the usefulness that they bring to the party?
Is that correct?
I need a more complete description.
Being 1 damage point and 1 HP point higher is enough for a fighter to be objectively better than a wizard at all combats in general, but that "head-and-shoulders difference isn't going to be significant enough to warrant calling Wizards horrible in combat or completely gimped.
So how far above fighters are wizards? Give me a metric? Being useful but nonessential means that having a wizard is nice but it doesn't make having a fighter horrible.
I mean I think it is established that wizards aren't completely gimped in combat, even if they are playing to their weakness rather than their strengths. And fighters have skill proficiencies, so there isn't
nothing they can do outside of combat.
If you're asking for a numbers breakdown, what sort of thing do you mean? There isn't really a way to compare since it depends on the situations that come up. Most of the wizards I've seen in play devote a reasonable amount of spells to utility, but it seems likely from this thread that in other groups, the wizards focus on single-target damage. Outside of running a party containing a "typical wizard" and "typical fighter" through a "typical adventure" at a "typical level", there are too many variables.
I can boil it down to this however:
In my experience, most wizard players are able to leverage their utility spells and rituals to significant effect.
However, even on the wizard's
worst day, when
all their spell slots have been spent on combat and
none of their rituals are applicable, they
still have what the fighter does on their
best day.