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Spellcaster/Warrior Imbalances Discussion
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<blockquote data-quote="Zardnaar" data-source="post: 7140239" data-attributes="member: 6716779"><p>Fighters are not super popular in my games I have seen them on average being picked every second campaign. However that is still a lot more popular than a wizard as our current wizard is the 1st time that player has picked one in 15 years. Even in 3E she usually played Rogues and Bards. </p><p></p><p> Clerics have been more popular than wizards, hell I have seen more of them rolled up than fighters as well. </p><p></p><p> I think 5E has a spotlight type design and it more or less lets you break the game a limited amount of times per day. If you think meteor swarm is a good spell for wizards to pick please hang up your hat (take wish or foresight instead). Hell you might be better off casting foresight on a high level fighter if you want to deal a lot of damage.</p><p></p><p> I did keep track of how much damage the classes were doing the other session, 3 days ago. The PCs were level 5.</p><p></p><p>The Rogue can consistently hit for around 20-30 damage (1d4+3d6+8). Can nova around double that (assassin)</p><p>The fighter managed to nova around 50 damage and can do this 2 or 3 times per day. Consistent damage is around 20. Sword and board champion</p><p>Monk can deal around 25 damage per round on a good round with around 30 on damage spikes. </p><p>Wizard (bladedancer) can get around 10 damage consistently (Firebolt, Green Flame Blade, attacks with short sword). Can nova for around 20-30 damage spread out (best was 200 total damage to 8 targets)</p><p>Cleric (nature). Puts out about 15 damage consistently. He did manage to spike 50 odd damage via spirit guardians but had the spell interrupted after that 1 round. He can nova around 25 damage per round to a single target. </p><p></p><p> We used 2 3pp feats. THe fighter has one called weapon specialization (reroll 1's and +1 dice on a crit), The Rogue has small arm master (strength+dex when you use daggers, shortswords) and if you have multiple attacks lets you treat thron weapons as if they had the ammunition property. Both feats give +1 str or dex.</p><p></p><p> The main goal is fun. We had a fighter action surge for 4 attacks the other day and he managed to roll 2 consecutive crits with a 19 and a 20, each crit was 3d8+6. Wizard damage sucks until they get fireball and even then its only good a few times per day. When the spell casters get around 8 level 3+ spells is where you can start being awesome. </p><p></p><p> About the only way I have discovered to break 5E with magic is at the higher levels with 4 primary casters and even then you still need a beat stick or 2 around. 6 person party doesn't work so well, a BECMI 6 person party I think was meant to be 2 fighters (or 1 + Elf or Dwarf), 2 clerics, 1 rogue, 1 wizard.</p><p></p><p> When I play spellcasters and pace myself for a 6-8 encounters I try to use 1 encounter defining spell every 2 encounter at low levels or 1 an encounter once I hit levle 5 or so. At higher levels this means fireball and hypnotic patter, at low levels bless, faerie fire, burning hands, sleep. I treat something like a light clerics radiance of the dawn as a spell I can use 2-6 times per day. </p><p></p><p> Low level spells do not scale that will so they usually end up being used as utility (shield, absorb elements), the one exception is bless but if I am a melee cleric I will be using spirit guardians a lot. If I am ranged or support bless will be used a lot. </p><p></p><p> 5E spells also scale similar to 4E powers, martial damage does as well. At level 5 a spell can deal 3d8 damage, upcast it to a 4th level slot and its 4d8 its not to far out of whack. Fireball is a lot better than the 4E fire square but even in 4E Fireball was a meh power. Relative to what you are hitting though 5E damage is better than 4E due to less hp the opponents have if nothing else.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7140239, member: 6716779"] Fighters are not super popular in my games I have seen them on average being picked every second campaign. However that is still a lot more popular than a wizard as our current wizard is the 1st time that player has picked one in 15 years. Even in 3E she usually played Rogues and Bards. Clerics have been more popular than wizards, hell I have seen more of them rolled up than fighters as well. I think 5E has a spotlight type design and it more or less lets you break the game a limited amount of times per day. If you think meteor swarm is a good spell for wizards to pick please hang up your hat (take wish or foresight instead). Hell you might be better off casting foresight on a high level fighter if you want to deal a lot of damage. I did keep track of how much damage the classes were doing the other session, 3 days ago. The PCs were level 5. The Rogue can consistently hit for around 20-30 damage (1d4+3d6+8). Can nova around double that (assassin) The fighter managed to nova around 50 damage and can do this 2 or 3 times per day. Consistent damage is around 20. Sword and board champion Monk can deal around 25 damage per round on a good round with around 30 on damage spikes. Wizard (bladedancer) can get around 10 damage consistently (Firebolt, Green Flame Blade, attacks with short sword). Can nova for around 20-30 damage spread out (best was 200 total damage to 8 targets) Cleric (nature). Puts out about 15 damage consistently. He did manage to spike 50 odd damage via spirit guardians but had the spell interrupted after that 1 round. He can nova around 25 damage per round to a single target. We used 2 3pp feats. THe fighter has one called weapon specialization (reroll 1's and +1 dice on a crit), The Rogue has small arm master (strength+dex when you use daggers, shortswords) and if you have multiple attacks lets you treat thron weapons as if they had the ammunition property. Both feats give +1 str or dex. The main goal is fun. We had a fighter action surge for 4 attacks the other day and he managed to roll 2 consecutive crits with a 19 and a 20, each crit was 3d8+6. Wizard damage sucks until they get fireball and even then its only good a few times per day. When the spell casters get around 8 level 3+ spells is where you can start being awesome. About the only way I have discovered to break 5E with magic is at the higher levels with 4 primary casters and even then you still need a beat stick or 2 around. 6 person party doesn't work so well, a BECMI 6 person party I think was meant to be 2 fighters (or 1 + Elf or Dwarf), 2 clerics, 1 rogue, 1 wizard. When I play spellcasters and pace myself for a 6-8 encounters I try to use 1 encounter defining spell every 2 encounter at low levels or 1 an encounter once I hit levle 5 or so. At higher levels this means fireball and hypnotic patter, at low levels bless, faerie fire, burning hands, sleep. I treat something like a light clerics radiance of the dawn as a spell I can use 2-6 times per day. Low level spells do not scale that will so they usually end up being used as utility (shield, absorb elements), the one exception is bless but if I am a melee cleric I will be using spirit guardians a lot. If I am ranged or support bless will be used a lot. 5E spells also scale similar to 4E powers, martial damage does as well. At level 5 a spell can deal 3d8 damage, upcast it to a 4th level slot and its 4d8 its not to far out of whack. Fireball is a lot better than the 4E fire square but even in 4E Fireball was a meh power. Relative to what you are hitting though 5E damage is better than 4E due to less hp the opponents have if nothing else. [/QUOTE]
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