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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="KarinsDad" data-source="post: 6599225" data-attributes="member: 2011"><p>Save or die is just flat out unappetizing. The real issue is that 3E style PWK just doesn't mesh well with 5E mechanics. 5E is about saving throws. PWK is not. Spells that do not have saves or have a single save in 5E have effects that are fairly easy to counter (Sleep, Color Spray, Hypnotic Pattern). One could claim that Revivify is an easy counter to PWK, but having a PC in a party that can cast it and having it prepped makes it a bit more problematic than the simplicity of the counters to the other spells.</p><p></p><p></p><p>And Death Ward is single target. Casting 5 Death Wards to protect the entire 5 PC party is fairly costly, even at real high level. To protect the party 24 hours a day, it would be 15 spells.</p><p></p><p>Granted, if one is only protecting one PC, then it's 3 casts a day by the Cleric (or the Paladin). Still, it's not exactly a cheap solution. It can be ok if the Cleric (and/or Paladin) just cast it on themselves to ensure that they survive to get other PCs back conscious or alive.</p><p></p><p></p><p>Revivify is good. Our 5th level Cleric wants to have it prepped, but she is in Undermountain and she hasn't found that many diamonds. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>Course, Revivify has a downside as well (other than the diamond acquisition problem). Coming back at 1 hit point can put a PC back into unconscious fairly quick.</p><p></p><p></p><p>But my basic takeaway from this is that PWK is just not a good fit for the 5E rules and should be modified by each DM accordingly if he thinks the same.</p><p></p><p>One potential solution that I see to it is the two save solution. It doesn't matter how many hit points a creature has, he has to make a save. If he fails, then at the end of his next turn, he has to save again. If he fails twice, he dies. This puts it on par with some of the petrification effects.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6599225, member: 2011"] Save or die is just flat out unappetizing. The real issue is that 3E style PWK just doesn't mesh well with 5E mechanics. 5E is about saving throws. PWK is not. Spells that do not have saves or have a single save in 5E have effects that are fairly easy to counter (Sleep, Color Spray, Hypnotic Pattern). One could claim that Revivify is an easy counter to PWK, but having a PC in a party that can cast it and having it prepped makes it a bit more problematic than the simplicity of the counters to the other spells. And Death Ward is single target. Casting 5 Death Wards to protect the entire 5 PC party is fairly costly, even at real high level. To protect the party 24 hours a day, it would be 15 spells. Granted, if one is only protecting one PC, then it's 3 casts a day by the Cleric (or the Paladin). Still, it's not exactly a cheap solution. It can be ok if the Cleric (and/or Paladin) just cast it on themselves to ensure that they survive to get other PCs back conscious or alive. Revivify is good. Our 5th level Cleric wants to have it prepped, but she is in Undermountain and she hasn't found that many diamonds. :lol: Course, Revivify has a downside as well (other than the diamond acquisition problem). Coming back at 1 hit point can put a PC back into unconscious fairly quick. But my basic takeaway from this is that PWK is just not a good fit for the 5E rules and should be modified by each DM accordingly if he thinks the same. One potential solution that I see to it is the two save solution. It doesn't matter how many hit points a creature has, he has to make a save. If he fails, then at the end of his next turn, he has to save again. If he fails twice, he dies. This puts it on par with some of the petrification effects. [/QUOTE]
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