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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="Tony Vargas" data-source="post: 6589601" data-attributes="member: 996"><p>At first, targets will fail a bad save something like 60-70% of the time (low level non-proficient saves are as bad as -2), while proficient targets might save 50-60% of the time. As you level up, proficient saves proximately keep pace (maybe falling behind a little when casters stats hit 18 and 20), but non-proficient saves fall further behind.</p><p></p><p> I find your assertion that a rule was 'usually' ignored or modified in the RAW-uber-alles 3.x era... implausible. One of the goals of 5e was to get back to the pre-3.x tradition of the DM feeling free to use extensive variants, in contrast 3e RAW-based player 'entitlement.' So, yes, the Tier 1 casters in 5e are even more versatile than they were in 3.5, which is saying something.</p><p></p><p>Sounds like fewer spell slots being used. Also, sounds like D&D.</p><p></p><p> Sleep has always been /the/ 1st-level combat spell. In classic D&D, you hoped your magic-user started with Sleep (it was random), because without it you might as well just throw darts. It's nothing to do with 'nerfing' other spells, it's just another way 5e evokes the classic game. </p><p></p><p></p><p></p><p>With good reason, there are a lot of /very/ powerful individual monsters in the DMG. In the playtest, a common encounter design was multiple lesser monsters and one more powerful boss - dependably being able to dominate the latter would own the encounter. In the DMG guidelines, a lone monster is the most straightforward way to design a challenging encounter.</p><p></p><p>What you are asking for is excessive, game-breaking power. 5e doesn't say you can't have it, but you will have to be 'clever' or game the DM a bit to get there. It doesn't give it to you by default, in RAW, the way 3.x did, but it doesn't actively try to block you from ruining the game experience for everyone else like 4e did, either. </p><p></p><p> If you want a 'sure thing,' yes, you'd be limiting your choices. If you're willing to take a chance - you have more. Use those riskier choices cleverly and you'll get some very good results, some of the time. That's part of what made casters fun in classic D&D and 5e has come through with a similar feel.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6589601, member: 996"] At first, targets will fail a bad save something like 60-70% of the time (low level non-proficient saves are as bad as -2), while proficient targets might save 50-60% of the time. As you level up, proficient saves proximately keep pace (maybe falling behind a little when casters stats hit 18 and 20), but non-proficient saves fall further behind. I find your assertion that a rule was 'usually' ignored or modified in the RAW-uber-alles 3.x era... implausible. One of the goals of 5e was to get back to the pre-3.x tradition of the DM feeling free to use extensive variants, in contrast 3e RAW-based player 'entitlement.' So, yes, the Tier 1 casters in 5e are even more versatile than they were in 3.5, which is saying something. Sounds like fewer spell slots being used. Also, sounds like D&D. Sleep has always been /the/ 1st-level combat spell. In classic D&D, you hoped your magic-user started with Sleep (it was random), because without it you might as well just throw darts. It's nothing to do with 'nerfing' other spells, it's just another way 5e evokes the classic game. With good reason, there are a lot of /very/ powerful individual monsters in the DMG. In the playtest, a common encounter design was multiple lesser monsters and one more powerful boss - dependably being able to dominate the latter would own the encounter. In the DMG guidelines, a lone monster is the most straightforward way to design a challenging encounter. What you are asking for is excessive, game-breaking power. 5e doesn't say you can't have it, but you will have to be 'clever' or game the DM a bit to get there. It doesn't give it to you by default, in RAW, the way 3.x did, but it doesn't actively try to block you from ruining the game experience for everyone else like 4e did, either. If you want a 'sure thing,' yes, you'd be limiting your choices. If you're willing to take a chance - you have more. Use those riskier choices cleverly and you'll get some very good results, some of the time. That's part of what made casters fun in classic D&D and 5e has come through with a similar feel. [/QUOTE]
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