D&D 5E So it looks as if the mountain dwarf will still make the best overall wizard.

Cover provides an equal bonus to both AC and Dex saves.

But taking a broader view here, it seems like everyone is arguing from a viewpoint that only accounts for their own specific idea of what a "normal" combat encounter looks like, hence the widely varied ideas of how much attention the back row party members can/will/should draw.

The truth is, sometimes AC and HP will be helpful to a wizard; other times they will be useless. That's why I feel like it's totally foolish to say one build is flat-out superior. It may be superior for your play style in your group, but there are sure to be many other groups and play styles that would not fit well with your build at all.

I think that just goes to show the balance in character building is actually quite good in 5e, at least in the basic wizard.

Who gets attacked is not a playstyle. If a DM doesn't attack the wizard then it's player coddling plain and simple.

In previous editions, wizards had specific spells that would protect him from harm and could buff himself right up, not in this edition. In typical, normal, everyday encounters, everyone gets attacked. AC and HP are never useless to a Wizard and it's false for even saying that. Maybe you got by with an encounter to where you didn't even get hit or even attacked, sure it happens but not enough that you will want to dismiss the notion that you won't need them. Playstyle has absolutely "0" to do with this nor does balance.

Now if you want to introduce player tactics into the mix then yes, certain groups do use different tactics. Thing is though, I seriously doubt your group is going to stay huddled together because that opens them up to AoEs.
 

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There are shades of gray when it comes to attacking a wizard. If the wizard is in the behind the line it is unlikely that the wizard will be attacked. If the party is surprised it is likely that he will take a few attacks. This is not 2e where the wizard could not move in a turn that a spell was cast. Most intelligent monsters are going to know that it is ineffective to charge through the front line.
 


Granted I've not seen other feats, but +2 HP / level seems pretty much a no-brainer for most combat types, not just wizards.

Don't compare it against other feats; compare it against the default rule of +2 in any one stat. Many people think that reaching 20 in your prime stat is the no-brainer, and that no feats should be considered until that happens. Some (like yourself) think this get is the be all and end all. Others (if the play test feats are any indication) will prefer almost anything to a passive mechanical benefit.

All are legit approaches. No one is clearly preferable.
 


KarinsDad said:
For a player who does not want or need more hit points...

This is the crux of the issue: There is no such player. Or at least, there are very few such players, and they consist mostly of people who rolled crappy stats and want to get their characters killed so they can make new ones.

Everybody wants more hit points. There is no down side to having more hit points.

The question is, what do you have to give up to get them? If the cost to get +2 hit points/level were "spend 5 gp," you'd be crazy to say no. If the cost were "give up all your class abilities for 10 levels," you'd be crazy to say yes.

In the case of Toughness, the cost is "give up a feat/stat boost." To determine if Toughness is balanced, we need to know if that's a fair trade. So we pick a feat/stat boost that we agree is balanced, and do the comparison. If we all agree that +2 Con is balanced, then it's the logical choice for comparison, since the difference between the two is relatively small.

If Tough were really close to +2 Con, then I might agree with you.

But the difference isn't small. It's substantial.

Why?

Because the only way to compare Tough fairly to Con is to compare it to +4 Con. Ignoring the ASIs for the moment, we know that +4 Con is slightly better than Tough in the long run because it eventually has the +2 Con saves and +2 Con checks that Tough does not. But the +2 Con saves and +2 Con checks is not worth an entire ASI. Nobody who knew the math would pay that.


But, let's do as you suggest and compare Tough to +2 Con at various levels (both get +1 hit per level, so we'll concentrate only on the differences)

4: +4 hit points vs.+1 to Con saves/checks
5: +5 hit points vs.+1 to Con saves/checks
6: +6 hit points vs.+1 to Con saves/checks

...

20: +20 hits points vs.+1 to Con saves/checks

First off, there is no scaling for +2 Con. This means that +1 to Con saves/checks is better at lower levels than it is at high levels because at higher level, there is a greater chance of failing a Con save because the monsters hit harder and/or more monsters probably have Con save effects without the 5% mattering. Tough scales.


The only question here is whether +1 to Con saves/checks is worth the hit points. That's real easy to determine for a non-spell caster. If everyone truly wants more hit points as you claim, then 5% of all attacks that require a Cons save (say 25% of all creature attacks which is probably generous) is 1.25% of all attacks. Obviously, the extra hit points are more useful than 1 attack out of every 80. The extra hit points probably save the PCs bacon 1 encounter in 4 to 8 (some encounters, it is not enough). It can pretty much be assumed that a non-spell caster will be in trouble and into low hit points at least once every few adventuring days, probably a couple of times. The 1 time in 80 probably saves the PCs bacon 1 encounter in 12 (assuming the PC gets attacked 7 times per encounter which is high and generous, but might happen sometimes for fighter types).

It's more obscure for spell casters. Here 5% of all attacks that require a Cons save (again 25% of all creature attacks) is 1.25% of all attacks plus 5% of all attacks where the caster has a concentration spell running. Even if the caster starts every encounter with a concentration spell up (which is a bit absurd, but for argument sake), those spells will sometimes drop if attacked without the 5% coming into play and it doesn't matter anymore. The DC is 10. A 14 Con spell caster saves on an 8 or higher, a 16 Con spell casters saves on a 7 or higher, etc.. So as a general rule of thumb (PC dependent), 25% to 40% of the time, concentration is broken on each hit. So, 100% of the start of encounter * 2 attacks per encounter 30% chance it gets knocked out already without +2 Con * 5% attacks where it exactly matters = 49% * 5% = 2.5%.

Note also that a PC loses concentration if knocked unconscious. So the additional hit points will sometimes prevent a PC from going unconscious and hence, prevent him from losing concentration due to unconsciousness. So maybe -1% (1 attack in 100 which would be 1 encounter in 15 to 30, it's probably higher than this). This is an advantage that Tough has over +2 Con.

So overall, this might be 1.25% plus 1.5% (2.5% - 1%) = 2.75% or 1 attack in 36. For a spell caster that gets attacked a lot (like maybe a cleric at 6 times per encounter), that's 1 encounter in 6. For a spell caster that rarely gets attacked (like maybe a wizard at 3 max times per encounter), that's 1 encounter in 12.

So assuming that a spell caster has a concentration spell up at the beginning of every single encounter (which is a huge assumption), than +2 Con helps a non-spell caster about 1 encounter in 12, a non-melee spell caster about 1 encounter in 12, and a melee spell caster about 1 encounter in 6.

Tough helps out a PC about 1 encounter in 4 to 8.

Note: Instead of subtracting the unconsciousness from +2 Cons, one could add it to the Tough side. It just makes it easier to do it this way. The results are the same, Tough is generally superior to +2 Con.


Now, let's compare Tough to +4 Con (which is a much easier and fair comparison)

4: +4 hit points vs.+1 to Con saves/checks
5: +5 hit points vs.+1 to Con saves/checks
6: +6 hit points vs.+1 to Con saves/checks
7: +7 hit points vs.+1 to Con saves/checks
8: ASI vs.+2 to Con saves/checks

...

20: ASI vs.+2 to Con saves/checks

An entire ASI is obviously superior to +2 to Con saves/checks. If used for ability scores, it's +1 to some other saves/checks, maybe +1 to attack (and possibly damage), +1 to multiple skills, possibly +1 to AC, possibly more spells to use, or it can be used for a different feat.


For example of an ASI over +2 to Con saves/checks, let's compare Tough and Resilient to +4 Con

4: +4 hit points vs.+1 to Con saves/checks
5: +5 hit points vs.+1 to Con saves/checks
6: +6 hit points vs.+1 to Con saves/checks
7: +7 hit points vs.+1 to Con saves/checks
8: +1 Con plus +1 to Con saves vs.+2 to Con checks
9: +1 Con plus +2 to Con saves vs.+2 to Con checks

...

13: +1 Con plus +3 to Con saves vs.+2 to Con checks

...

17: +1 Con plus +4 to Con saves vs.+2 to Con checks


Nobody who knew the math would pay for +4 Con vs. Tough and another ASI. ASIs are just too rare.

And nobody who knew the math would pay for +4 Con vs. Tough and Resilient.


So more or less, Tough is better than +2 Con for most PCs and it and another ASI is better than +4 Con for any PC.


Yes, someone might find some weird corner cases where this is not true (e.g. some class gets some kind of extra bonus or ability for bumping Con), but it is generally true.


If Tough were not generally better than +2 Con, nobody would take it until their Con got to 20 (this of course is a logical fallacy called argumentum ad populum, but I'm throwing it out there anyway :D:D:D).

Put another way, you claim that +2 to Con is balanced. I say that it isn't. It's much better to take a different ability score which does saves and skills and other game aspects (like AC and init, or like extra spells, or whatever), Tough if one wants hit points, or a different feat. +2 Con is relatively weak. It hardly helps non-spell casters and really only helps a little for melee spell casters that might get attacked a lot and who also might use a lot of concentration spells. The wizards in the back can jump back and forth into cover.


Feel free to post some math disproving this. I was trying to be very generous in my estimates and lean this towards +2 Con, but it just doesn't work.


PS. An archer who can jump back and forth into total cover (or at least half or 3/4ths cover) might not really want or need extra hit points if he almost never gets attacked. Disproving your other claim above.
 

not entirely.

I guess for a fireball coveris determined from its poitn of origin.

So if an ally is between you and the target of your fireball, you have cover from rabged attacks but he usually has no cover from fireballs you throw at him.

Was referring mainly to the bit about how all of these arguments are situational and what works for 1 might not work for another, not necessarily the crunch of it all.
 

Was referring mainly to the bit about how all of these arguments are situational and what works for 1 might not work for another, not necessarily the crunch of it all.

I do agre with you. But hanging in the back is actually a possible tactic in some encounters and that may allow you to hang back without being heavily armored.
another thing: i like elven wizards because they really can use longbows very efficiently. So mage armor, high dexterity gives him wuite good protection and the longbow makes up for his "wasted" spell. 1d8+3 damage consistently is far better than anything the dwarf can throw around all day ;)
 

Guys, if you like the math, take a moment to estimate the number of times in a campaign that the difference between +4 con, +2 con and toughness, and +2 dex and toughness will actually make a *significant* impact on a campaign.

Hint: You're generally talking about things that come up rarely (a 1 in 20 chance of it impacting success on a limited set of types of roles) and the chances of it making a *significant* difference (altering how many attacks a creature gets to take before it falls (and you have to factor in the chance that attack has any impact as well....), allowing/preventing a significant event from taking place, etc... ) when it does come up....

If you enjoy the optimization exercise for the glee of math games, great. However, unless the numbers jump a huge amount, the differences are generally insignificant. Here, they're going to be insignificant.
 

The Dex issue is not nonsense, you just do not understand it. I've explained it to you twice, you still do not get it.

Re-read what I wrote carefully.

I understand it completely. You're not addressing my response. At all. You've entirely ignored the argument, so I will repeat it:

There is a problem in the game, IN GENERAL, with Dexterity. FOR ALL CLASSES. It impacts too many things. It's the primary saving throw for spells. It's the primary booster for AC, in a game where AC has precious few ways of boosting. It's the primary booster for initiative. It's the primary booster for some of the best skills in the game. It's a primary ability for hitting things with both ranged attacks and many melee attacks. Overall, Dexterity appears to be a bit overpowered in this game.

So when you compare ANYTHING in the game to it, it's likely that thing being compared will come out behind. Because you're comparing it to one of the most overpowered issues with the game so far.

That is my point. Is that clear now? I was saying the Dexterity issue is non-unique to the issue we were talking about - and unless it's unique, it's not a good comparison. The Con comparison at least is germane to the discussion, and does not confuse the issue by adding in another issue that itself has problems not related to this topic. Address that point.

I think that 1.0 is just a hair underpowered but virtually nobody would take the feat. 2.0 is very strong where many people will take the feat. Given the choice between the two and after analysis, I now think that 2.0 is the only option that works.

So you friggen agree with me? What exactly are you still arguing about then?

I never talked about a 0.5 difference. Maybe you could explain what you mean by that.

You agreed +1 was too little, but said +2 was too much. The logical conclusion was you were arguing for an average of +1.5. And therefore I concluded you were dickering over a +0.5 difference.
 
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