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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="Puggins" data-source="post: 6435886" data-attributes="member: 12386"><p>We can make a basic analysis of wizard contribution vs. fighter contribution in terms of damage dealing. Before we do, there are some basic observations that would be difficult to argue against:</p><p></p><p>1) In terms of casting spells allowing saving throws, the wizard is close to at her worst at 1st level. Most low level opponents have dex saves of +1 or +2. This, by and large, doesn't go up as levels increase. A troll, ogre or adult dragon can't even match +2. Wizards, meanwhile, are increasing their DC by one every four levels or so, given increases in proficiency and ability scores.</p><p></p><p>2) The scaling of effectiveness varies drastically as levels increase. Magic missile cast using a 1st level slot loses its effectiveness as levels increase. Shield, meanwhile, scarcely loses effectiveness- it might even gain effectiveness as the consequences of some hits become more and more dire.</p><p></p><p>3) Sleep retains its spot as the spell with the biggest potential to swing battles. Removing three goblins or an orc from an encounter ramps the difficulty down drastically. Of course, color spray is even more effective, as long as you don't mind getting close to the action for a round.</p><p></p><p>Combine all these and you come to the conclusion that spells vary drastically in effectiveness at low level, and that the list of spells that you want to take at first level is narrower than the full list of spells. This is no different than previous editions, honestly. Magic missile was a complete waste of a spell at 1st level (it isn't in this edition). Burning hands was iffy at best. Sleep and Grease ruled the roost.</p><p></p><p>from my perspective as a DM whose party is about to get to 4th level, I've seen the party wizard swing encounters using sleep and witch bolt. I've also seen him be relatively ineffective for an entire combat. On balance, I'd say he's contributed on a satisfactory basis to the party.</p><p></p><p>Of course, spell choice is absolutely key. choosing shield or mage armor at 1st level isn't practical- they'll come into their own as you level up, but slots are simply too precious to use those spells regularly. Sleep or color spray work spectacularly. True Strike + Witchbolt on a heavy hitter is devastating.</p><p></p><p>How about pure damage? We can do a basic analysis making some broadly true assumptions.</p><p></p><p>A 1st level fighter will generally have a +6 to hit and will do an average of 8.5 damage (weapon + str or dex). She can do slightly more, but at a cost of defense.</p><p></p><p>A 1st level wizard will generally have a +6 to hit and will do 5.5 damage with firebolt on an unlimited basis. This is a baseline. The wizard's spells will have a DC of 14.</p><p></p><p>Low level monsters generally have ACs of 12 to 14- we'll use 13. They have reflex saves of +2 (lower is more common than greater).</p><p></p><p>Under these assumptions, a fighter swinging her sword generates approximately 6 damage a round, while a wizard shooting firebolts generates 3.9 damage.</p><p></p><p>What about if a wizard uses a 1st level spell slot? Things change by a bit.</p><p></p><p>A 1st level magic missile spell generates 10.5 damage. A wizard who leads with a magic missile spell will essentially match a fighter through 4 rounds. Combats that last greater than 4 rounds will favor the fighter.</p><p></p><p>A 1st level burning hands spell, on the other hand, has the potential to pull the wizard into the lead for quite a while. Every opponent hit by the spell takes an average of 7 damage. If the wizard hits two opponents with the spell then she'll match the fighter's damage output for five rounds. If she hits three opponents then the fighter will only pull even after nine rounds. Most fights will not last anywhere near as long as that.</p><p></p><p>So does that mean that the wizard is as good as the fighter? I don't know. She's certainly more versatile, contributing ritual casting and a three spell slots that will likely swing combats if used effectively. Since you're likely to need less than eight combats to level to 2nd level, swinging three of the tougher combats sounds pretty reasonable to me, but YMMV. I don't see the wizard as a completely inept character, certainly.</p></blockquote><p></p>
[QUOTE="Puggins, post: 6435886, member: 12386"] We can make a basic analysis of wizard contribution vs. fighter contribution in terms of damage dealing. Before we do, there are some basic observations that would be difficult to argue against: 1) In terms of casting spells allowing saving throws, the wizard is close to at her worst at 1st level. Most low level opponents have dex saves of +1 or +2. This, by and large, doesn't go up as levels increase. A troll, ogre or adult dragon can't even match +2. Wizards, meanwhile, are increasing their DC by one every four levels or so, given increases in proficiency and ability scores. 2) The scaling of effectiveness varies drastically as levels increase. Magic missile cast using a 1st level slot loses its effectiveness as levels increase. Shield, meanwhile, scarcely loses effectiveness- it might even gain effectiveness as the consequences of some hits become more and more dire. 3) Sleep retains its spot as the spell with the biggest potential to swing battles. Removing three goblins or an orc from an encounter ramps the difficulty down drastically. Of course, color spray is even more effective, as long as you don't mind getting close to the action for a round. Combine all these and you come to the conclusion that spells vary drastically in effectiveness at low level, and that the list of spells that you want to take at first level is narrower than the full list of spells. This is no different than previous editions, honestly. Magic missile was a complete waste of a spell at 1st level (it isn't in this edition). Burning hands was iffy at best. Sleep and Grease ruled the roost. from my perspective as a DM whose party is about to get to 4th level, I've seen the party wizard swing encounters using sleep and witch bolt. I've also seen him be relatively ineffective for an entire combat. On balance, I'd say he's contributed on a satisfactory basis to the party. Of course, spell choice is absolutely key. choosing shield or mage armor at 1st level isn't practical- they'll come into their own as you level up, but slots are simply too precious to use those spells regularly. Sleep or color spray work spectacularly. True Strike + Witchbolt on a heavy hitter is devastating. How about pure damage? We can do a basic analysis making some broadly true assumptions. A 1st level fighter will generally have a +6 to hit and will do an average of 8.5 damage (weapon + str or dex). She can do slightly more, but at a cost of defense. A 1st level wizard will generally have a +6 to hit and will do 5.5 damage with firebolt on an unlimited basis. This is a baseline. The wizard's spells will have a DC of 14. Low level monsters generally have ACs of 12 to 14- we'll use 13. They have reflex saves of +2 (lower is more common than greater). Under these assumptions, a fighter swinging her sword generates approximately 6 damage a round, while a wizard shooting firebolts generates 3.9 damage. What about if a wizard uses a 1st level spell slot? Things change by a bit. A 1st level magic missile spell generates 10.5 damage. A wizard who leads with a magic missile spell will essentially match a fighter through 4 rounds. Combats that last greater than 4 rounds will favor the fighter. A 1st level burning hands spell, on the other hand, has the potential to pull the wizard into the lead for quite a while. Every opponent hit by the spell takes an average of 7 damage. If the wizard hits two opponents with the spell then she'll match the fighter's damage output for five rounds. If she hits three opponents then the fighter will only pull even after nine rounds. Most fights will not last anywhere near as long as that. So does that mean that the wizard is as good as the fighter? I don't know. She's certainly more versatile, contributing ritual casting and a three spell slots that will likely swing combats if used effectively. Since you're likely to need less than eight combats to level to 2nd level, swinging three of the tougher combats sounds pretty reasonable to me, but YMMV. I don't see the wizard as a completely inept character, certainly. [/QUOTE]
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