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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="sithramir" data-source="post: 6433552" data-attributes="member: 12183"><p>Well it just occurred to me something about this edition that becomes relevant here. They have removed base attack bonus and instead now have proficiency bonus which is equal to all. The balancing factor of this edition is now shifted. A fighter doesn't have a better chance to hit than a wizard or cleric or rogue like in the old days. This balance is done through damage.</p><p></p><p>The fighter needs to do more damage than others to balance that out. He should consistently do more damage and he does. A rogue should be situational and do more damage but only when he's able to sneak. This adds up to mostly more damage but probably less than a good fighter. If he's able to stay into combat or hidden he can get more damage a lot more often still which is great. They added the multi-attack with movement to further balance fighters from rogues/clerics, etc.</p><p></p><p>A wizard can dual wield daggers at first level and do 2d4+dex/str and be similar in damage to a fighter in some regards without spells. As levels progress the martial characters damage should increase which it does. The wizard can try to be a melee fighter still but he's balanced by lower hps, less AC without taking other options to build said character.</p><p></p><p>Because of more damage the monsters now have more HPs. So in a lot of ways this hurts the wizard and he really suffers at lower levels but he's going to shine more and more as he gets more options for spells/damage, etc. The martial types will increase only HPs and damage but a lot less in other options.</p><p></p><p>Level 5 is a pretty big jump for wizards just like it is for a fighter who gets extra attack at 5. I am not happy with how wizards are forced into a few options compared to other editions but it is the lower levels still. Fly and fireball and haste at level 5 can drastically affect the outcomes of fights.</p><p></p><p>Hold person for instance being used as a 3rd level slot can be pretty powerful compared to a fighters attack, a fireball can do some serious area damage, fly can make some encounters a joke for a wizard AND allow you fly over something a martial character cannot. Heck, haste the fighter at level 5 and now he has 2 attacks + additional bonus attack, +2 AC, etc and can use surge, etc. It's a pretty scary buffer spell.</p><p></p><p>I guess i'm just not as convinced as I was before about wizards. For instance, 3.5 wizard magic missile was 1d4+1 and at level 4 would only be 2d4+2. Well now it's immediately 3d4+3 at level 1 and still is more at level 4. So it's probably similar in power (since monsters have more HPs now).</p><p></p><p>I guess we're going to be forced to use sleep to really be as useful.</p><p></p><p>My hope is a future book will add to cantrips to give some of the cool powers you could use back in 3.5 days which I miss. Like you could jump 20' or do certain powers just for 1 round, etc. Little things that make cantrips and battle more interesting for a wizard. More "options" that aren't overpowering in battle but help make-up for some of the other spell nerfs to balance things.</p><p></p><p>Just my thoughts.</p></blockquote><p></p>
[QUOTE="sithramir, post: 6433552, member: 12183"] Well it just occurred to me something about this edition that becomes relevant here. They have removed base attack bonus and instead now have proficiency bonus which is equal to all. The balancing factor of this edition is now shifted. A fighter doesn't have a better chance to hit than a wizard or cleric or rogue like in the old days. This balance is done through damage. The fighter needs to do more damage than others to balance that out. He should consistently do more damage and he does. A rogue should be situational and do more damage but only when he's able to sneak. This adds up to mostly more damage but probably less than a good fighter. If he's able to stay into combat or hidden he can get more damage a lot more often still which is great. They added the multi-attack with movement to further balance fighters from rogues/clerics, etc. A wizard can dual wield daggers at first level and do 2d4+dex/str and be similar in damage to a fighter in some regards without spells. As levels progress the martial characters damage should increase which it does. The wizard can try to be a melee fighter still but he's balanced by lower hps, less AC without taking other options to build said character. Because of more damage the monsters now have more HPs. So in a lot of ways this hurts the wizard and he really suffers at lower levels but he's going to shine more and more as he gets more options for spells/damage, etc. The martial types will increase only HPs and damage but a lot less in other options. Level 5 is a pretty big jump for wizards just like it is for a fighter who gets extra attack at 5. I am not happy with how wizards are forced into a few options compared to other editions but it is the lower levels still. Fly and fireball and haste at level 5 can drastically affect the outcomes of fights. Hold person for instance being used as a 3rd level slot can be pretty powerful compared to a fighters attack, a fireball can do some serious area damage, fly can make some encounters a joke for a wizard AND allow you fly over something a martial character cannot. Heck, haste the fighter at level 5 and now he has 2 attacks + additional bonus attack, +2 AC, etc and can use surge, etc. It's a pretty scary buffer spell. I guess i'm just not as convinced as I was before about wizards. For instance, 3.5 wizard magic missile was 1d4+1 and at level 4 would only be 2d4+2. Well now it's immediately 3d4+3 at level 1 and still is more at level 4. So it's probably similar in power (since monsters have more HPs now). I guess we're going to be forced to use sleep to really be as useful. My hope is a future book will add to cantrips to give some of the cool powers you could use back in 3.5 days which I miss. Like you could jump 20' or do certain powers just for 1 round, etc. Little things that make cantrips and battle more interesting for a wizard. More "options" that aren't overpowering in battle but help make-up for some of the other spell nerfs to balance things. Just my thoughts. [/QUOTE]
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