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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="Erechel" data-source="post: 6539958" data-attributes="member: 6784868"><p>KarinsDad, there is a lot of different combat situations. Of course, you are very biased, and when someone gives you an insight of what a wizard can do in different combat situations, you close the curtain by putting a <i>different</i> combat situation. Your main assumption is that a low level wizard is useless in combat, when it's not, and many people proved that. Yes, he may not be as reckless and powerful as the fighter in front combat, but the very speed of the combat makes irrelevant your assumption of the "limited resources" guy. Also, you have Arcane recovery, that makes you recover a spell at level 1 and 2, so you can easily cast your Mage Armor one hour prior to the expected encounters, rest, and recover it. The spell lasts fo <i>eight hours</i>. You can easily kill an orc with a maggic missile in a round (no attack), then sleep a few (but you don't like it), or Thunderwave them (yes, of course, someone has a save), or take another from combat via Tasha's Hideous Laughter, or darken a place via Fog, or make all slippery via Grease, while you take cover and shoot: you are far from being useless. After you spend the primary spells, you can make your contribution via cantrips. And It's not like you have to use them only in enemies: you can targent (for example) the tents of an encampment with the Fire Bolt, or piles of dirt, or throw acid on the ground, or frost your enemies to slow them. You can add variability and chaos to a battleground. Also I noticed that you don't use to make Moral checks for the enemies that by no means know how limited are your resources. In a fight between two level 1 characters, a wizard and a fighter, with a little luck you can kill him in one round via MM or BH, <i> front lining</i>. Off course, he too can kill you with a little luck, because it's a balanced game. But you can go as this:</p><p>Round 1)Fighter (AC 16, Str 16; 12 hp) vs. wizard (AC 12, 16 Intelligence, 7 hp), 20 feet distance: Initiative doesn't matter, but a Mage can easily win it as probably it's his second score).</p><p>Mage: casts MM. 9 dm (average -1). Walks back 10 feet.</p><p>Warrior: If dashes, doesn't attack; if don't he goes 10 feet, and doesn't hit. If I were the warrior, I will run in the moment that the MM hits. Presupose that the warrior actually dash forward. New distance 10 m.</p><p>Round 2) Wizard: walks back, then MM. 6 dm (minimum). The warrior dies.</p><p>You see? Two Level 1, wizard wins. Of course, if the Initiative goes wrong, I, as a wizard, can cast Frost Ray or Grease to delay the warrior. Not a sleep spell. If the warrior is an archer, you are probably screwed, but archers always screw the wizards, and you can screw his vision with Fog, or drop prone and go MM (I'll probably do that). If things go awful, I can shield myself. If I was prepared to the battle, I will probably cast a Mage Armor, and then take a short rest, so my armor goes to 15 for the battle.</p></blockquote><p></p>
[QUOTE="Erechel, post: 6539958, member: 6784868"] KarinsDad, there is a lot of different combat situations. Of course, you are very biased, and when someone gives you an insight of what a wizard can do in different combat situations, you close the curtain by putting a <i>different</i> combat situation. Your main assumption is that a low level wizard is useless in combat, when it's not, and many people proved that. Yes, he may not be as reckless and powerful as the fighter in front combat, but the very speed of the combat makes irrelevant your assumption of the "limited resources" guy. Also, you have Arcane recovery, that makes you recover a spell at level 1 and 2, so you can easily cast your Mage Armor one hour prior to the expected encounters, rest, and recover it. The spell lasts fo <i>eight hours</i>. You can easily kill an orc with a maggic missile in a round (no attack), then sleep a few (but you don't like it), or Thunderwave them (yes, of course, someone has a save), or take another from combat via Tasha's Hideous Laughter, or darken a place via Fog, or make all slippery via Grease, while you take cover and shoot: you are far from being useless. After you spend the primary spells, you can make your contribution via cantrips. And It's not like you have to use them only in enemies: you can targent (for example) the tents of an encampment with the Fire Bolt, or piles of dirt, or throw acid on the ground, or frost your enemies to slow them. You can add variability and chaos to a battleground. Also I noticed that you don't use to make Moral checks for the enemies that by no means know how limited are your resources. In a fight between two level 1 characters, a wizard and a fighter, with a little luck you can kill him in one round via MM or BH, <i> front lining</i>. Off course, he too can kill you with a little luck, because it's a balanced game. But you can go as this: Round 1)Fighter (AC 16, Str 16; 12 hp) vs. wizard (AC 12, 16 Intelligence, 7 hp), 20 feet distance: Initiative doesn't matter, but a Mage can easily win it as probably it's his second score). Mage: casts MM. 9 dm (average -1). Walks back 10 feet. Warrior: If dashes, doesn't attack; if don't he goes 10 feet, and doesn't hit. If I were the warrior, I will run in the moment that the MM hits. Presupose that the warrior actually dash forward. New distance 10 m. Round 2) Wizard: walks back, then MM. 6 dm (minimum). The warrior dies. You see? Two Level 1, wizard wins. Of course, if the Initiative goes wrong, I, as a wizard, can cast Frost Ray or Grease to delay the warrior. Not a sleep spell. If the warrior is an archer, you are probably screwed, but archers always screw the wizards, and you can screw his vision with Fog, or drop prone and go MM (I'll probably do that). If things go awful, I can shield myself. If I was prepared to the battle, I will probably cast a Mage Armor, and then take a short rest, so my armor goes to 15 for the battle. [/QUOTE]
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