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<blockquote data-quote="Neonchameleon" data-source="post: 9500169" data-attributes="member: 87792"><p>If you're used to 3.X, all I can say is "this is nowhere near that bad" and that you're suffering from nostalgia goggles. The benchmark 5e class and the one that barely changed from 2014 to 2024 is the wizard. And a 5e wizard gains power significantly less fast than their 3.X equivalents, having fewer spells per day, less effective debilitating spells, and being much less able to stack buffs. And even the much maligned 3.X direct damage spells were far, far better at cleaning out monsters with 3.X hit points than 5e ones are monsters with 5e hit points. So the strongest 5e class is weaker than its 3.0/3.5 equivalent (which is also the strongest 3.0/3.5 class). And nothing except the 2014 L2-4 moon druid was equivalent of CoDzilla while Wands of Cure Light Wounds don't exist.</p><p></p><p>What has happened is that there's simply much less of a gap between the "chump classes" and the wizard in 5e than in earlier editions. The pre-Unearthed Arcana 1e fighter was basically an equipment caddy who got all their power from preferential access to the loot table (and was massively undertuned thanks to Rob Kunz being an exceptionally good player); only with Weapon Specialisation did they become a meaningful class. And the 3.X fighter was a joke. Meanwhile the 3.0 and 3.5 monks both made the 2014 monk seem good - and the 1e made the 3e one seem good.</p><p></p><p>My suggestion: Make yourself a 3.5 specialist diviner wizard - then rewrite the character sheet remaking each one of those slots with a prepared spell in it as a class feature. Then realise what 3.X was and that 5e is no longer so much of a game of Magic Users & Muggles and that non-casters get their own cool stuff.</p><p></p><p>Which means the question is whether you can sell your group on an OSR style game. One where the <em>wizard spells</em> were mostly loot in ways they weren't in 3.X. And that's a matter of group dynamics.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9500169, member: 87792"] If you're used to 3.X, all I can say is "this is nowhere near that bad" and that you're suffering from nostalgia goggles. The benchmark 5e class and the one that barely changed from 2014 to 2024 is the wizard. And a 5e wizard gains power significantly less fast than their 3.X equivalents, having fewer spells per day, less effective debilitating spells, and being much less able to stack buffs. And even the much maligned 3.X direct damage spells were far, far better at cleaning out monsters with 3.X hit points than 5e ones are monsters with 5e hit points. So the strongest 5e class is weaker than its 3.0/3.5 equivalent (which is also the strongest 3.0/3.5 class). And nothing except the 2014 L2-4 moon druid was equivalent of CoDzilla while Wands of Cure Light Wounds don't exist. What has happened is that there's simply much less of a gap between the "chump classes" and the wizard in 5e than in earlier editions. The pre-Unearthed Arcana 1e fighter was basically an equipment caddy who got all their power from preferential access to the loot table (and was massively undertuned thanks to Rob Kunz being an exceptionally good player); only with Weapon Specialisation did they become a meaningful class. And the 3.X fighter was a joke. Meanwhile the 3.0 and 3.5 monks both made the 2014 monk seem good - and the 1e made the 3e one seem good. My suggestion: Make yourself a 3.5 specialist diviner wizard - then rewrite the character sheet remaking each one of those slots with a prepared spell in it as a class feature. Then realise what 3.X was and that 5e is no longer so much of a game of Magic Users & Muggles and that non-casters get their own cool stuff. Which means the question is whether you can sell your group on an OSR style game. One where the [I]wizard spells[/I] were mostly loot in ways they weren't in 3.X. And that's a matter of group dynamics. [/QUOTE]
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