Flamestrike
Legend
They're actually flying with their wings, but you can still Wall of Force one of them with a Spherical Force Wall, but there isn't room to fit both of them at once.
My Simulacrum gets the other one then.
They're actually flying with their wings, but you can still Wall of Force one of them with a Spherical Force Wall, but there isn't room to fit both of them at once.
1im on my phone right now but posted spreadsheet earlier that goes into great detail on the math showing that they are. I'd be happy to dig up the link and post it again you want.It seems to me that there are three seperate issues being discussed in this thread and it would probably be useful to treat them seperately.
1) Are Martials able to keep up in their key area (damage) when compared to casters?
2) Are Martial characters duller to play in combat because of the smaller range of options that they have?
3) Are Martials lacking because they don't don't have anything like the caster's utility out of combat?
These three things may all be true, may all be false, or may be true in some cases and false in others. They are not really intrinsically connected.
I would consider a DM that only provided monster type after I had succeeded a hard DC skill check to identify the creature to be unreasonably stingy.Then I impart upon you context:
You've been on the run for a while because a previous adventure required you to travel to Sigil and retrieve the "Item of McGuffin" which is important because it has the power to move the plot forward but is otherwise a trinket.
This retrieval was explicitly a crime in the multiverse and after a few minutes of investigation, the trail leads to your group.
Now these two creatures appear and telepathically say "Return the McGuffin, you have committed crimes against the multiverse. Surrender yourselves."
Besides the descriptions, you know nothing about the creatures but I'll permit you to make an Intelligence skill check to know their lore. I'll let you have proficiency too at a DC 20. So you'd have around a 55% chance to figure out what type of creature it is. But its abilities are unknown to you anyways.
No. We don't have anything to prove to you. If you don't want to get it - don't get it.Two people in the forum make up an encounter.
1) Are Martials able to keep up in their key area (damage) when compared to casters?
2) Are Martial characters duller to play in combat because of the smaller range of options that they have?
3) Are Martials lacking because they don't don't have anything like the caster's utility out of combat?
Like this gem.Rogues (for example) arguably have more options outside of combat.
If all the Arcane Trickster got was cantrips and Ghost Hand I think I would still probably take it over all the other Rogue Archetypes.
No. We don't have anything to prove to you.
A few things first. I did expect you'd have a simulacrum which is fine. In this scenario, you're not technically alone in my mind. I'm just getting a general idea of what your way of attacking is.@Asisreo after my Simulacrum and I trap them in the Walls of Force, I cast Magic Circle (Celestials) around them, with the circle facing inwards, using higher level slots to extend the duration.
Then I cast Planar Binding on each of them, using my Diviner Wizard Portent class feature to replace their saving throws with a 3 and a 5 (should they succeed in the Charisma save at +12 with advantage).
I now have 2 loyal Planetar minions I take it?
Spells used:
Simulacrum (Pre cast)
Wall of Force (and the Simulacrum does so as well)
Magic Circle (upcast to 3 hours) x 2
Planar Binding (x2)
You gave me 6 spells. I did it in 4 spells ( 2 of them cast twice though).
Because you're clearly trying to set up a gotcha. You aren't even pretending to be exploratory, you're constructing a scenario to be right. Pass.Who is this 'we' you talk about?
You're pretty much the only person making such a claim, and then refusing to actually engage in any experiment to back it up.
I've played a wizard. A high level wizard over a campaign. I hated it precisely because of the nuances I had to explain to Flamestrike. These cool combinations seem amazing at a glance but with so many rules and interactions, you can mess it up and waste multiple turns on something that was doomed to fail from the start.Alternatively - play a damn wizard for a year or two.
Actually that's not quite right in 5e either. In past editions spell slot growth continued to grow all the way to 20 at a pretty standardized pace. In 5e the scaling growth changes at 5th level slots then again at 6tg level. Thst prevents casters from continuing to grow in the way you suggest.All lot of the issues come from the tier system D&D uses.
Many fans attempt to deny it but D&D uses tiers for its effects. Many magical effects come at certain points. And they have been "balanced" traditionally by spell slot resource, additional costs, or drawbacks. The final tier is when said balancers are removed.
The other reason high levels are chosen is because the magic half of the equation is more defined so the level of scale can be fully dissected compared to the non-magical half.