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*Dungeons & Dragons
Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="KarinsDad" data-source="post: 6592245" data-attributes="member: 2011"><p>I agree on Tasha's although I have seen a lot of quick saves with it too. Due to the immediate save and the damage clause, it tends to be a one round spell on average.</p><p></p><p>As for Cure, I tend to disagree. In our group, 5 PCs out of 7 have Cure Wounds (Bard, Cleric, Fighter, Paladin, Rogue, Ranger, Ranger/Wizard), but it is almost never cast in combat. Out of combat, they often take short rests and use up their hit dice (plus song of rest) first.</p><p></p><p>If the party is so hurt that they have to use up Cure Wounds spells, they tend to hole up for the night anyway.</p><p></p><p></p><p></p><p>They can go quickly. It depends a lot of whether the DM follows the XP charts, whether there are a lot of combats or a few, etc. In our game, we only get to play once or twice a month (and then typically for 5 hours max), so the PCs are half way to 6th level. It took a long time to get to 5th (since the basic set came out).</p><p></p><p>Course, this thread is about levels 1 to 4, so...</p><p></p><p></p><p></p><p>Well, we were talking about how effective spell casters were, not how effective spell casters are at casting spells. Looking at just a single facet of a class tends to miss out on things.</p><p></p><p></p><p></p><p>Again, assuming this happens. I just don't see the "spells are eaten up with casting heals" at my table. There is some use of spells for that, but with 5 PCs out of 7 being able to heal and the fighter having parry, second wind, and Heavy Armor Master, I just don't see it happening a lot. Our group does fairly well at tactics and PC design which means that there are a lot of high AC PCs that don't get smacked around a lot (the Paladin has AC 22 and can get it to AC 25 once per round).</p><p></p><p></p><p></p><p>I think that Wizards are situationally effective until Fireball. Once they get that (and/or Fly), they become a whole lot more useful. Bards get Stinking Cloud or Major Image, Clerics get Spirit Guardians, and Druids get Call Lightning and Sleet Storm. All of these can be useful, but Fireball just has a really large area of effect and can cut in half the duration of an encounter. Potatoes, potaatoes.</p><p></p><p></p><p></p><p>I almost put the Warlock on the list, but I haven't actually seen him in play, so I was unable to. The sorcerer, err. What???????</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6592245, member: 2011"] I agree on Tasha's although I have seen a lot of quick saves with it too. Due to the immediate save and the damage clause, it tends to be a one round spell on average. As for Cure, I tend to disagree. In our group, 5 PCs out of 7 have Cure Wounds (Bard, Cleric, Fighter, Paladin, Rogue, Ranger, Ranger/Wizard), but it is almost never cast in combat. Out of combat, they often take short rests and use up their hit dice (plus song of rest) first. If the party is so hurt that they have to use up Cure Wounds spells, they tend to hole up for the night anyway. They can go quickly. It depends a lot of whether the DM follows the XP charts, whether there are a lot of combats or a few, etc. In our game, we only get to play once or twice a month (and then typically for 5 hours max), so the PCs are half way to 6th level. It took a long time to get to 5th (since the basic set came out). Course, this thread is about levels 1 to 4, so... Well, we were talking about how effective spell casters were, not how effective spell casters are at casting spells. Looking at just a single facet of a class tends to miss out on things. Again, assuming this happens. I just don't see the "spells are eaten up with casting heals" at my table. There is some use of spells for that, but with 5 PCs out of 7 being able to heal and the fighter having parry, second wind, and Heavy Armor Master, I just don't see it happening a lot. Our group does fairly well at tactics and PC design which means that there are a lot of high AC PCs that don't get smacked around a lot (the Paladin has AC 22 and can get it to AC 25 once per round). I think that Wizards are situationally effective until Fireball. Once they get that (and/or Fly), they become a whole lot more useful. Bards get Stinking Cloud or Major Image, Clerics get Spirit Guardians, and Druids get Call Lightning and Sleet Storm. All of these can be useful, but Fireball just has a really large area of effect and can cut in half the duration of an encounter. Potatoes, potaatoes. I almost put the Warlock on the list, but I haven't actually seen him in play, so I was unable to. The sorcerer, err. What??????? [/QUOTE]
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