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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="KarinsDad" data-source="post: 6433709" data-attributes="member: 2011"><p>It can be amazing, especially the round after it is cast. But, it is also situationally weak as well (DM dependent).</p><p></p><p>Say the wizard casts it around the party to protect them. The PCs are surrounded by a boatload of mooks. The enemies are low level and have a less chance to hit the PCs than the PCs have to hit the mooks.</p><p></p><p>Inside the Fog Cloud, the mooks are at disadvantage to hit the PCs because they cannot see them. However, the PCs cannot see the mooks either, so the chances to hit a blind creature has advantage. Advantage and disadvantage cancel out. Why cast the spell? It does nothing in this scenario other than allowing the spell casters to cast "to hit" spells without disadvantage.</p><p></p><p>Another example, again, the wizard casts it to protect the PCs. Enemy archers try to attack from outside. Again, advantage and disadvantage cancel out, at least on round one where the NPCs knew which squares the PCs were in. Here is where the DM comes in. If the DM allows the PCs to move around inside the Fog Cloud without the enemies being able to hear where they went, then it becomes amazing as a protection spell. The foes have to guess which square the PCs are in. If the DM does not do that, then the spell basically does nothing.</p><p></p><p>Alternatively, the wizard casts the spell adjacent to the PCs to create concealment on a flank. Here, the PCs can see (because they are not in the Fog Cloud), so any enemy archers or spell casters on the other side of the cloud have disadvantage. This is probably the best use for this spell. Our melee and ranged guys hit normally any foes in the cloud (advantage cancels disadvantage), but ranged guys on both side are at disadvantage. Their melee guys inside the cloud are at disadvantage. However, their melee guys can just move away without provoking. They give up ground (which might matter).</p><p></p><p></p><p></p><p>I think allowing spell casters to concentrate on two spells at a time would help. I think putting a -2 on savings throws after the first one is missed would help (disadvantage is probably too strong, but in 3E, there was no second saving throw, instead of save or suck, it's save or suck a little). I think making spells like Shield last for a minute would help. The concept of protecting yourself for a single round, or spells lasting for a single round seems so 4E-ish.</p><p></p><p></p><p></p><p>I always have fun debating. I sometimes debate and play devil's advocate on a weak POV, just to see what other people write. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> But, not in this case.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6433709, member: 2011"] It can be amazing, especially the round after it is cast. But, it is also situationally weak as well (DM dependent). Say the wizard casts it around the party to protect them. The PCs are surrounded by a boatload of mooks. The enemies are low level and have a less chance to hit the PCs than the PCs have to hit the mooks. Inside the Fog Cloud, the mooks are at disadvantage to hit the PCs because they cannot see them. However, the PCs cannot see the mooks either, so the chances to hit a blind creature has advantage. Advantage and disadvantage cancel out. Why cast the spell? It does nothing in this scenario other than allowing the spell casters to cast "to hit" spells without disadvantage. Another example, again, the wizard casts it to protect the PCs. Enemy archers try to attack from outside. Again, advantage and disadvantage cancel out, at least on round one where the NPCs knew which squares the PCs were in. Here is where the DM comes in. If the DM allows the PCs to move around inside the Fog Cloud without the enemies being able to hear where they went, then it becomes amazing as a protection spell. The foes have to guess which square the PCs are in. If the DM does not do that, then the spell basically does nothing. Alternatively, the wizard casts the spell adjacent to the PCs to create concealment on a flank. Here, the PCs can see (because they are not in the Fog Cloud), so any enemy archers or spell casters on the other side of the cloud have disadvantage. This is probably the best use for this spell. Our melee and ranged guys hit normally any foes in the cloud (advantage cancels disadvantage), but ranged guys on both side are at disadvantage. Their melee guys inside the cloud are at disadvantage. However, their melee guys can just move away without provoking. They give up ground (which might matter). I think allowing spell casters to concentrate on two spells at a time would help. I think putting a -2 on savings throws after the first one is missed would help (disadvantage is probably too strong, but in 3E, there was no second saving throw, instead of save or suck, it's save or suck a little). I think making spells like Shield last for a minute would help. The concept of protecting yourself for a single round, or spells lasting for a single round seems so 4E-ish. I always have fun debating. I sometimes debate and play devil's advocate on a weak POV, just to see what other people write. :lol: But, not in this case. [/QUOTE]
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