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*Dungeons & Dragons
Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="MrMyth" data-source="post: 6443013" data-attributes="member: 61155"><p>Well, it was my first ENWorld post in years, after 5E lured me back. So glad it was a good one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Of their 1st level spells, I think the ones that have the most oomph are in the Controller / Debuffer role. Color Spray, Grease, Ray of Sickness, Sleep, and Tasha's all can have a solid impact on a combat. None of them are likely to win the combat by themselves, sure, and some of them are hit or miss. But that's the nature of many spells. Maybe Tasha's will do nothing, or maybe it will land, you have someone grab the laughing target, and then you've got a key enemy shut down for most of the combat, even if they break out of the spell early. </p><p></p><p>With 2nd level spells, I think you start to see some decent buffing options enter the mix, with Enlarge and Magic Weapon. Reduce is a solid debuff, while Gust of Wind and Web are very effective control spells. And once you hit 3rd level spells, I think you really start to see some game-changers hit the table. </p><p></p><p>Are other spells useless? Not necessarily. But they won't really stand out. Having Magic Missile or Chromatic Orb or the like is fine for when you don't really need any other unique effects and just want to help toss some damage into something. (Or when you already are Concentrating on something important, but still want to throw out more than a cantrip to try and overcome a key adversary.) But even there, if looking for damage, I think I'd tend towards something like Thunderwave, which can synergize with your other control effects. </p><p></p><p></p><p></p><p>The impact of Concentration is definitely the single element of 5E I'm going to be paying the most attention to during my games. Is the answer to just always try and stay out of danger? Build with a heavy focus on being able to make your Con saves? Or just accept that you'll lose concentration often and prepare to put up a new concentration effect when one goes down? </p><p></p><p>It does seem like you *can* build towards being a remarkably durable wizard. But yes, usually not through spells alone. Still, I'm not sure it is a problem that it might take feats or a splash of multiclassing to build into such a role - so long as there are ways to build such a character and have them be effective. </p><p></p><p>Still, for the average wizard - how much of a burden is the resource of concentration? I'm genuinely not sure of the answer, but agree that of the new mechanics in 5E, it may perhaps have the biggest influence on style of play as a whole.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 6443013, member: 61155"] Well, it was my first ENWorld post in years, after 5E lured me back. So glad it was a good one. :) Of their 1st level spells, I think the ones that have the most oomph are in the Controller / Debuffer role. Color Spray, Grease, Ray of Sickness, Sleep, and Tasha's all can have a solid impact on a combat. None of them are likely to win the combat by themselves, sure, and some of them are hit or miss. But that's the nature of many spells. Maybe Tasha's will do nothing, or maybe it will land, you have someone grab the laughing target, and then you've got a key enemy shut down for most of the combat, even if they break out of the spell early. With 2nd level spells, I think you start to see some decent buffing options enter the mix, with Enlarge and Magic Weapon. Reduce is a solid debuff, while Gust of Wind and Web are very effective control spells. And once you hit 3rd level spells, I think you really start to see some game-changers hit the table. Are other spells useless? Not necessarily. But they won't really stand out. Having Magic Missile or Chromatic Orb or the like is fine for when you don't really need any other unique effects and just want to help toss some damage into something. (Or when you already are Concentrating on something important, but still want to throw out more than a cantrip to try and overcome a key adversary.) But even there, if looking for damage, I think I'd tend towards something like Thunderwave, which can synergize with your other control effects. The impact of Concentration is definitely the single element of 5E I'm going to be paying the most attention to during my games. Is the answer to just always try and stay out of danger? Build with a heavy focus on being able to make your Con saves? Or just accept that you'll lose concentration often and prepare to put up a new concentration effect when one goes down? It does seem like you *can* build towards being a remarkably durable wizard. But yes, usually not through spells alone. Still, I'm not sure it is a problem that it might take feats or a splash of multiclassing to build into such a role - so long as there are ways to build such a character and have them be effective. Still, for the average wizard - how much of a burden is the resource of concentration? I'm genuinely not sure of the answer, but agree that of the new mechanics in 5E, it may perhaps have the biggest influence on style of play as a whole. [/QUOTE]
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