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General Tabletop Discussion
*Dungeons & Dragons
Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="chriton227" data-source="post: 6516114" data-attributes="member: 33263"><p>Because the fireball can't miss and hits multiple targets? Comparing the damage of a cantrip to fireball while assuming the cantrip always hits and the save is made against the fireball isn't a fair comparison. The cantrip is full damage if it hits, and no damage if it misses. The fireball always does at least half damage even if the save is made (barring evasion and damage resistance). So fireball is much more reliable damage, and can hit many more targets.</p><p></p><p></p><p></p><p>Why not? So you have to make a choice about what is most important at that point in the fight. If you are worried about your concentration getting broken, then work on improving your defenses, take cover, or invest in feats and/or stat increase to improve you chance of making the concentration check. Do you want to be a damage-dealer, or do you want to be a buffer/debuffer? How is it unfair that you don't get to be both at the same time? Wizards get the flexibility to make that choice, something that not all classes get. </p><p></p><p>In the game I'm currently running, the party is level 3 and the wizard is a gnome illusionist. The gnome has single-handedly contributed more to their success than any other character through smart use of his familiar (cast as a ritual) and illusions. Sure other PCs dish out more damage in a fight, but the wizard has prevented several fights single-handedly and in many other cases gotten the party a surprise round that ends the fight before it even begins. The illusionist's witchbolt also swung a fight that was looking like a TPK into an easy win by repeatedly breaking another caster's concentration.</p></blockquote><p></p>
[QUOTE="chriton227, post: 6516114, member: 33263"] Because the fireball can't miss and hits multiple targets? Comparing the damage of a cantrip to fireball while assuming the cantrip always hits and the save is made against the fireball isn't a fair comparison. The cantrip is full damage if it hits, and no damage if it misses. The fireball always does at least half damage even if the save is made (barring evasion and damage resistance). So fireball is much more reliable damage, and can hit many more targets. Why not? So you have to make a choice about what is most important at that point in the fight. If you are worried about your concentration getting broken, then work on improving your defenses, take cover, or invest in feats and/or stat increase to improve you chance of making the concentration check. Do you want to be a damage-dealer, or do you want to be a buffer/debuffer? How is it unfair that you don't get to be both at the same time? Wizards get the flexibility to make that choice, something that not all classes get. In the game I'm currently running, the party is level 3 and the wizard is a gnome illusionist. The gnome has single-handedly contributed more to their success than any other character through smart use of his familiar (cast as a ritual) and illusions. Sure other PCs dish out more damage in a fight, but the wizard has prevented several fights single-handedly and in many other cases gotten the party a surprise round that ends the fight before it even begins. The illusionist's witchbolt also swung a fight that was looking like a TPK into an easy win by repeatedly breaking another caster's concentration. [/QUOTE]
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Low Level Wizards Really Do Suck in 5E
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