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*Dungeons & Dragons
Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="raleel" data-source="post: 6443434" data-attributes="member: 21664"><p>while i might disagree with KarinsDad about a lot of this thread, I don't disagree here. It's not archer, and specifically for the reasons he stated. They get kinda meh damage due to the lack of a stat mod. Not to mention their range is not that good. </p><p></p><p>I have a 16 dex gnome wizard - his light crossbow is better than his fire bolt until a second die of damage. Range is better too <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>I also don't disagree that the low level wizard is <em>hard</em> at low levels, and his role is easily overshadowed in certain parties - specifically like the OPs (bard, arcane trickster, ranger, cleric, fighter). If you have a lot of overlap, it is hard for him to shine - particularly if that overlap is with two arcane casters. The wizard does have a few unique spells, but a lot of them are at higher levels. Find familiar, though, is one, and should be used. It's an out-of-action-economy advantage granter, at bare minimum.</p><p></p><p>I tend to like the wizard in a controller/change the battlefield role. At levels 1-4, this is hard to do. There are few spells, and if you are outside of those spells, it is a painful road. You are slightly tougher than older editions, but with limited resources to work with. You can't put on any easy button with it. It does not help that HotDQ is at its outset not a great fit for wizards who are not very specifically defined (large area, low hp, open spaces, high combat)</p><p></p><p>Not to say that it's impossible at all. back to a previous post, level 1 wizard first night prevents one combat, garners surprise in 2 more, waxes 2 combats with sleep, creates oil fire patch with familiar is very good for 3/4 a days work. But also note, every one of those instances was not any exploder mage or iron mage anything. a lot of tricks and very careful application and specifically looking for ways to expand the effect of what was available. <em>I</em> felt like it was impactful, and so did the rest of my party. My DM clearly did, because he was getting all uptight about minor illusion. I also had less of an issue with niche protection - lots of thugs.</p><p></p><p>there was some of this with 4e too, because the new model for a wizard was fairly different from the previous model.</p></blockquote><p></p>
[QUOTE="raleel, post: 6443434, member: 21664"] while i might disagree with KarinsDad about a lot of this thread, I don't disagree here. It's not archer, and specifically for the reasons he stated. They get kinda meh damage due to the lack of a stat mod. Not to mention their range is not that good. I have a 16 dex gnome wizard - his light crossbow is better than his fire bolt until a second die of damage. Range is better too :) I also don't disagree that the low level wizard is [I]hard[/I] at low levels, and his role is easily overshadowed in certain parties - specifically like the OPs (bard, arcane trickster, ranger, cleric, fighter). If you have a lot of overlap, it is hard for him to shine - particularly if that overlap is with two arcane casters. The wizard does have a few unique spells, but a lot of them are at higher levels. Find familiar, though, is one, and should be used. It's an out-of-action-economy advantage granter, at bare minimum. I tend to like the wizard in a controller/change the battlefield role. At levels 1-4, this is hard to do. There are few spells, and if you are outside of those spells, it is a painful road. You are slightly tougher than older editions, but with limited resources to work with. You can't put on any easy button with it. It does not help that HotDQ is at its outset not a great fit for wizards who are not very specifically defined (large area, low hp, open spaces, high combat) Not to say that it's impossible at all. back to a previous post, level 1 wizard first night prevents one combat, garners surprise in 2 more, waxes 2 combats with sleep, creates oil fire patch with familiar is very good for 3/4 a days work. But also note, every one of those instances was not any exploder mage or iron mage anything. a lot of tricks and very careful application and specifically looking for ways to expand the effect of what was available. [I]I[/I] felt like it was impactful, and so did the rest of my party. My DM clearly did, because he was getting all uptight about minor illusion. I also had less of an issue with niche protection - lots of thugs. there was some of this with 4e too, because the new model for a wizard was fairly different from the previous model. [/QUOTE]
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