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Rule of Three: 7 Feb. 2014
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<blockquote data-quote="Lokiare" data-source="post: 6261222" data-attributes="member: 83996"><p>I did the comparison at eighth level not thirteenth. If you want I can do it at thirteenth?</p><p></p><p>The Fighter gets <a href="http://anydice.com/program/2568" target="_blank">proficiency (+3) and Advantage on the roll</a> so that means:</p><p></p><p>Hit Chance of Failure</p><p>1 30.25%</p><p>2 51.349375%</p><p>3 76.33116687109375%</p><p>4 94.3978633831599%</p><p></p><p>That is pretty nice, but the Fighter can still take 3-4 hits in a single round before they ore the healer can act. It increases their survivability from 2-3 hits to 3-4.</p><p></p><p>Now lets look at the spells Wizard gains at 13th level: They get one 7th level spell slot, one 6th level slots, and two 5th level slots. Which means they will likely use one 7th in one combat, one 6th in a different combat, and each of their 5th level spell slots in two other combats. For one spell per combat per day.</p><p></p><p>5th:</p><p>Contact Other Plane - Ask up to 5 questions and get plot breaking one word answers: "Who killed the King?", "Where is the enemies hide out?", "Is there a secret door within this complex?"</p><p></p><p>Dominate Person - Completely control a person if they fail a save for 1 hour, no concentration required.</p><p></p><p>Feeblemind - Permanently drop a targets Intelligence and Charisma to 3 and prevent spell casting. (its not clear whether the hit point damage is permanent).</p><p></p><p>Hold Monster - Paralyze anything that fails a round by round Wisdom Save. So Fighters will be paralyzed around 2-3 rounds along with much of the bestiary. For the Wizard (or their party) to wail on with advantage.</p><p></p><p>Wall of Stone - Permanent wall made out of stone. If you surround a target and they can't climb out or attack over or through the wall, you effectively shut them down until they can break through.</p><p></p><p></p><p>6th:</p><p>Banishment - Insta defeat extraplanar creatures that fail a save.</p><p></p><p>Disintegrate - 60 hp or below and failed save = instant death. Otherwise a failed save deals 17d6 force damage (average 59.5).</p><p></p><p>Mass Suggestion - "Fighter that pool (or 300 foot deep pit) over there is actually a refreshing spring, go bath in it, don't worry it won't hurt at all." and a failed wisdom save means the Fighter or up to 12 creatures takes a bath in acid for up to 1 day.</p><p></p><p>Sunbeam - Make sunlight and beams of damaging light that hits everyone in a 50' line. That deals 6d8 radiant damage and blindness half and no blind on a Con save, each round for up to 1 minute.</p><p></p><p>7th:</p><p>Etherealness - Half damage from non-magic attacks, Invisible, no concentration up to 4 hours. Travel up into the air or down into the ground or through walls. What's not to like. That turns just about any non-magic combat into a cake walk and effectively gives the caster twice as many hit points making them rival the Fighter.</p><p></p><p>Finger of Death - Insta kill 40 hp or lower or deal 12d8 (54) necrotic and if you kill a creature it rises as a zombie under your control.</p><p></p><p>Mordenkainen's Sword - up to 10 rounds of better than Fighter like bonus's to attack roll and 3d10 damage attacks made without concentration or taking your actions. I'll take one of those. Its like haste on a Fighter, but on steroids.</p><p></p><p>Plane Shift - A failed Dex and Charisma save and one creature is instantly defeated. Around 25% to 50% chance (depending on ability scores) of taking anything in the game out with a single spell.</p><p></p><p>Prismatic Spray - 10d6 (35 average) damage of a random type or turned to stone on two failed saves or blinded and then shunted off to another plane or one of the previous and blinded for 1 minutes. Its a little chaotic but it hits multiple targets and can do some serious effects.</p><p></p><p>{sarcasm}Yep, totally worth surviving an extra round or two in trade for all of that.{/sarcasm}</p></blockquote><p></p>
[QUOTE="Lokiare, post: 6261222, member: 83996"] I did the comparison at eighth level not thirteenth. If you want I can do it at thirteenth? The Fighter gets [URL="http://anydice.com/program/2568"]proficiency (+3) and Advantage on the roll[/URL] so that means: Hit Chance of Failure 1 30.25% 2 51.349375% 3 76.33116687109375% 4 94.3978633831599% That is pretty nice, but the Fighter can still take 3-4 hits in a single round before they ore the healer can act. It increases their survivability from 2-3 hits to 3-4. Now lets look at the spells Wizard gains at 13th level: They get one 7th level spell slot, one 6th level slots, and two 5th level slots. Which means they will likely use one 7th in one combat, one 6th in a different combat, and each of their 5th level spell slots in two other combats. For one spell per combat per day. 5th: Contact Other Plane - Ask up to 5 questions and get plot breaking one word answers: "Who killed the King?", "Where is the enemies hide out?", "Is there a secret door within this complex?" Dominate Person - Completely control a person if they fail a save for 1 hour, no concentration required. Feeblemind - Permanently drop a targets Intelligence and Charisma to 3 and prevent spell casting. (its not clear whether the hit point damage is permanent). Hold Monster - Paralyze anything that fails a round by round Wisdom Save. So Fighters will be paralyzed around 2-3 rounds along with much of the bestiary. For the Wizard (or their party) to wail on with advantage. Wall of Stone - Permanent wall made out of stone. If you surround a target and they can't climb out or attack over or through the wall, you effectively shut them down until they can break through. 6th: Banishment - Insta defeat extraplanar creatures that fail a save. Disintegrate - 60 hp or below and failed save = instant death. Otherwise a failed save deals 17d6 force damage (average 59.5). Mass Suggestion - "Fighter that pool (or 300 foot deep pit) over there is actually a refreshing spring, go bath in it, don't worry it won't hurt at all." and a failed wisdom save means the Fighter or up to 12 creatures takes a bath in acid for up to 1 day. Sunbeam - Make sunlight and beams of damaging light that hits everyone in a 50' line. That deals 6d8 radiant damage and blindness half and no blind on a Con save, each round for up to 1 minute. 7th: Etherealness - Half damage from non-magic attacks, Invisible, no concentration up to 4 hours. Travel up into the air or down into the ground or through walls. What's not to like. That turns just about any non-magic combat into a cake walk and effectively gives the caster twice as many hit points making them rival the Fighter. Finger of Death - Insta kill 40 hp or lower or deal 12d8 (54) necrotic and if you kill a creature it rises as a zombie under your control. Mordenkainen's Sword - up to 10 rounds of better than Fighter like bonus's to attack roll and 3d10 damage attacks made without concentration or taking your actions. I'll take one of those. Its like haste on a Fighter, but on steroids. Plane Shift - A failed Dex and Charisma save and one creature is instantly defeated. Around 25% to 50% chance (depending on ability scores) of taking anything in the game out with a single spell. Prismatic Spray - 10d6 (35 average) damage of a random type or turned to stone on two failed saves or blinded and then shunted off to another plane or one of the previous and blinded for 1 minutes. Its a little chaotic but it hits multiple targets and can do some serious effects. {sarcasm}Yep, totally worth surviving an extra round or two in trade for all of that.{/sarcasm} [/QUOTE]
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