D&D 5E Spellcasters and Balance in 5e: A Poll

Should spellcasters be as effective as martial characters in combat?

  • 1. Yes, all classes should be evenly balanced for combat at each level.

    Votes: 11 5.3%
  • 2. Yes, spellcasters should be as effective as martial characters in combat, but in a different way

    Votes: 111 53.9%
  • 3. No, martial characters should be superior in combat.

    Votes: 49 23.8%
  • 4. No, spellcasters should be superior in combat.

    Votes: 8 3.9%
  • 5. If Barbie is so popular, why do you have to buy her friends?

    Votes: 27 13.1%

  • Poll closed .

Mort

Legend
Supporter
I think martials that are built and optimized for combat are better in combat than casters in 5E.
1. That's not wholy accurate. Martials are better at DPR than casters, and arguably better on a sustained basis but their peak isn't as high. Also martials are best when paired with casters. Casters are much better support. So martials aren't necessarily better, just different. Though I'll grant, in 5e that's an arguable point.

That's Combat though, other 2 tiers - different conversation.

In previous editions, especially 1E and 2E, martials were WAY better than casters.
Not exactly no.

In 1e/2e martials were better at early levels but casters caught up by mid level and then ran away with the game by mid-high to high level. The term for wizards was suck now amazing later, and this was considered game balance. It was a bad way to balance.

3e - well that's not even debatable. Casters FAR outstripped martials by mid level and it only got worse from there. The term linear fighter quadratic wizard exists for a reason.


I like the way 5e is balanced, but if we have to tilt one way or another and make one significantly more powerful I would tilt it towards casters. The older editions worked with overpowered martials, 5E would work with casters who are more powerful than martials.
Saying martials were overpowered before so casters should be now (even if it were true) is a terrible way to balance!

I think it makes more sense storywise for casters to be more powerful too. If not then why would anyone be a caster?
Because they are top tier in 5e? And if not for that, because you want to play one and consider it fun?
 

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Snarf Zagyg

Notorious Liquefactionist
Saying martials were overpowered before so casters should be now (even if it were true) is a terrible way to balance!

I mean ... if you could balance between levels in OD&D and 1e (MU weak at early levels and stronger at later levels), maybe the new modern hotness should be to balance between editions?

Just wait for 6e- the bog standard fighter (aka, the Champion) will finally have its day in the sun. All of those editions of being put upon, made up for in one edition of awesome!
 

ECMO3

Hero
1. That's not wholy accurate. Martials are better at DPR than casters, and arguably better on a sustained basis but their peak isn't as high. Also martials are best when paired with casters. Casters are much better support. So martials aren't necessarily better, just different. Though I'll grant, in 5e that's an arguable point.
It depends where you consider Paladins martials. A Paladin's peak is very high if optimized for it. In 6 years of playing 5E the most damage I have seen done in one turn was done by a Paladin-Assassin.

Now casters do get non-damaging options that completely disable an enemy and you can't put a DPR on that, but martials, especially Monks, get some of those too.

Not exactly no.

In 1e/2e martials were better at early levels but casters caught up by mid level and then ran away with the game by mid-high to high level. The term for wizards was suck now amazing later, and this was considered game balance. It was a bad way to balance.
This is a myth. RAW, casters were not the equal of fighters and rangers in 1E at any level. This is purposeful. Gygax intended the fighter to be the leader of the party, the knight in shining armor and the hero of the story. The other PCs were essentially meant to be support, you might even say sidekicks. The game designers have even said such on record.

To start with the only time casters could generally use a spell was on the first round before melee was joined. In 1E melee any wizard wanting to cast would have to declare before the round started and would automatically get attacked by any intelligent combatants in range and had to not get hit at all by any of them to successfully complete the spell (DMG page 65).

In terms of DPR, 1E Magic-Users would generally be killed the very first round by an equivalent-level fighter. The only time they could expect to survive a round against a combat-optimized fighter (or ranger) was like levels 5-6 when the fighter did not yet have 2 attacks and MUs had 12-15hp which would usually survive one hit or over level 11 where they could survive 2 hits. In that case they might last two rounds, but they would still generally be on deaths door after 1. That assumes the fighter did not have an 18 strength or double specialization in bows either, if he did even these magic-users would usually be dead in one round.

If the Mage won initiative and used their top level spell, and if the fighter failed his save then they might win a 1-on-1, but that was using a top-tier spell they got very few of where the fighter was reliably killing an equal-level wizard-equivalent bag of hps every single turn, all day long.

Against enemies with less than 1 hit dice fighters got a number of attacks equal to their level, so while a 5th level magic-user could crow about doing 15 damage with a fireball and killing a large group of goblins once a day, the 5th -level fighter could walk into every room full of goblins and attack 5 of them a round all day long.

Fighters also started with poor saving throws compared to others, but at high levels they had the best saves because they improved quicker than other classes, so when the casters were really starting to get game-changing spells they could not be relied on to land against equal level enemies (most enemies used fighter saves).


2E improved this a little bit by getting rid of double specialization for martials and adding schools of magic for magic-users but they were still behind martials at all levels.

In 3E Gish multiclass/prestige class characters ruled combat in general, although combat was so varied and monster resistances so varied that really depended on what you were fighting. For example a halfling swashbuckler, rogue, wizard, shadowdancer could do good damage and be invincible in combat .... unless facing a regenerating undead or barbarian and then he was useless because he could not do enough damage against them to matter.

Because they are top tier in 5e? And if not for that, because you want to play one and consider it fun?

I play mostly Rogues.
 
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tetrasodium

Legend
Supporter
Epic
1. That's not wholy accurate. Martials are better at DPR than casters, and arguably better on a sustained basis but their peak isn't as high. Also martials are best when paired with casters. Casters are much better support. So martials aren't necessarily better, just different. Though I'll grant, in 5e that's an arguable point.

That's Combat though, other 2 tiers - different conversation.


Not exactly no.

In 1e/2e martials were better at early levels but casters caught up by mid level and then ran away with the game by mid-high to high level. The term for wizards was suck now amazing later, and this was considered game balance. It was a bad way to balance.

3e - well that's not even debatable. Casters FAR outstripped martials by mid level and it only got worse from there. The term linear fighter quadratic wizard exists for a reason.



Saying martials were overpowered before so casters should be now (even if it were true) is a terrible way to balance!


Because they are top tier in 5e? And if not for that, because you want to play one and consider it fun?
Actually the martial peak is quite a bit higher to an absurd degree

  • One round averages will look like this. Fighters get an ASI at 4 6 8 12 14 16 & 19
    • Greatsword (avg 2x3.5)
      • 1-4 Start with 16 strength:.2d6+3=10
      • 5-10 Jump to 18 strength:. 2*(2d6+4)=22 [awwww... a level 5 fighter with a starting greatsword is a crippling two points behind toll the dead cast by a level 20 spellcaster, fighters are sooooo oppressed by those casters in 5e]
      • 11-19 easily 20 strength by now: 3*(2d6+5)=36 [this is above the level 20 toll the dead by 10 points but nine levels earlier]
      • 20 still 20 strength: 4*(2d6+5=48
    • Add GWM & get
      • 1-4 Start with 16 strength:.2d6+3=20
      • 5-10 Jump to 18 strength:. 2*(2d6+4)=42
      • 11-19 easily 20 strength by now: 3*(2d6+5)=66
      • 20 still 20 strength: 4*(2d6+5=88
    • Add a +1 greatsword & the numbers look like this, I'm doing the whole array since when that weapon is obtained is up for grabs & they can further improve on it
      • 1-4 Start with 16 strength:.2d6+4=11
      • 5-10 Jump to 18 strength:. 2*(2d6+5)=24
      • 11-19 easily 20 strength by now: 3*(2d6+6)=39[this is above the level 20 toll the dead by 13 points but nine levels earlier]
      • 20 still 20 strength: 4*(2d6+6=52
    • Add GWM & get
      • 1-4 Start with 16 strength:.2d6+4=21
      • 5-10 Jump to 18 strength:. 2*(2d6+5)=44
      • 11-19 easily 20 strength by now: 3*(2d6+6)=69[
      • 20 still 20 strength: 4*(2d6+6=92
    • Upgrade to a +2 greatsword & you get
      • 1-4 Start with 16 strength:.2d6+5=12
      • 5-10 Jump to 18 strength:. 2*(2d6+6)=26[this is identical to that level 20 toll the dead but fifteen levels earlier]
      • 11-19 easily 20 strength by now: 3*(2d6+7)=42
      • 20 still 20 strength: 4*(2d6+7=56
    • Add GWM & get
      • 1-4 Start with 16 strength:.2d6+5=222
      • 5-10 Jump to 18 strength:. 2*(2d6+6)=46[this is identical to that level 20 toll the dead but fifteen levels earlier]
      • 11-19 easily 20 strength by now: 3*(2d6+7)=72
      • 20 still 20 strength: 4*(2d6+7=96
    • Upgrade that+2 with something like
      obtained from the cr11 trogar steelfist in chapter 3 of descent unto avernus & you get this
      • 1-4 Start with 16 strength:.2d6+5+3.5 fire=15.5
      • 5-10 Jump to 18 strength:. 2*(2d6+6+3.5 fire)=33 [this is above the level 20 toll the dead by 5 points]
      • 11-19 easily 20 strength by now: 3*(2d6+7+3.5 fire)=52.5
      • 20 still 20 strength: 4*(2d6+7=70
    • Add GWM & get
      • 1-4 Start with 16 strength:.2d6+5+3.5 fire=25.5
      • 5-10 Jump to 18 strength:. 2*(2d6+6+3.5 fire)=53 [this is above the level 20 toll the dead by 5 points]
      • 11-19 easily 20 strength by now: 3*(2d6+7+3.5 fire)=92.5
      • 20 still 20 strength: 4*(2d6+7=110
  • ....
    • 1 handed longsword(avg4.5) & shield
    • 1-4 Start with 16 strength:.1d8+3=7.5
    • 5-10 Jump to 18 strength:. 2*(1d8+4)=17
    • 11-19 easily 20 strength by now: 3*(1d8+5)=28.5 [this is above the level 20 toll the dead by 10 points but nine levels earlier]
    • 20 still 20 strength: 4*(1d8+5)=38
    • Add a +1 greatsword & the numbers look like this, I'm doing the whole array since when that weapon is obtained is up for grabs & they can further improve on it
      • 1-4 Start with 16 strength:.1d8+4=8.5
      • 5-10 Jump to 18 strength:. 2*(1d8+5)=19
      • 11-19 easily 20 strength by now: 3*(1d8+6)=31.5
      • 20 still 20 strength: 4*(1d8+6)=42
    • Upgrade to a +2 longsword & you get
      • 1-4 Start with 16 strength:.1d8+5=9.5
      • 5-10 Jump to 18 strength:. 2*(1d8+6)=21
      • 11-19 easily 20 strength by now: 3*(1d8+7)=34.5
      • 20 still 20 strength: 4*(1d8+7=46
    • Upgrade that+2 with something like
      obtained from the cr11 trogar steelfist in chapter 3 of descent unto avernus & you get this
      • 1-4 Start with 16 strength:1d8+5+3.5 fire=13
      • 5-10 Jump to 18 strength:. 2*(1d8+6+3.5 fire)=30
      • 11-19 easily 20 strength by now: 3*(1d8+7+3.5 fire)=45
      • 20 still 20 strength: 4*(1d8+7)=60
    [*]
    5e's quadratic fighter comes into play in that any gains in weapon mods from both strength along the weapon itself is multiplicative.

    For comparison here's what happens to the damage that level 20 toll the dead cantrip you brought up before and after adding a +3 wand of the warmage
    Before: 4d12=4*(6.5)=26
    After: 4d12=4*(6.5+0)=26
    I'm pretty sure I don't need to illustrate the lower tiers. If you look at dmg249 there is a chart for adjudicating targets in areas of effect (when not using minis & a grid) you can see numbers wotc seems to assume for all spells, but that requires both that many opponents in a given fight as well as those opponents being cooperatively spaced in a manner that allows optimum coverage while not taking into consideration slot consumption to any meaningful dergree.

  • Rogue is similar to fighter but has a breakpoint every other level & many many per round/build "what if" choices that make the comparison more difficult

    also any time the fighter pops action surge it doubles whatever they had going that round for huge spike damage that recharges on a short rest & compares absurdly well against leveled spell burn that itself is not usually that far ahead of the fighter's at will

This is average at will damage from the fighter comparing favorably with average high damage high level spells even before short rest recovering action surge gets used to also deal peak. Peak from a caster is rarely going to exceed the delta between caster &fighter last round or two once both have their output added in the peak round & martials still have ways of dealing spike damage as well.

Here is a handy sheet breaking down leveled spell damage at various slot levels, you can try to pick & choose, but don't forget that the steady slow of spell slot accumulation beginning at character level 3 will ensure that burning high level spell slots is likely going to be limited to one maybe two castings per long rest... That one cast of meteor swarm in a whiteroom filled with wall to wall mooks might look impressive on paper, but doorways & other choke points are a thing that doesn't require a prep slot while not really doing all that much more than the fighter's at will damage to whatever targets happen to be part of an encounter to be in a 40ft radius sphere
1623622807809.png
 

Mort

Legend
Supporter
Actually the martial peak is quite a bit higher to an absurd degree

  • One round averages will look like this. Fighters get an ASI at 4 6 8 12 14 16 & 19
    • Greatsword (avg 2x3.5)
      • 1-4 Start with 16 strength:.2d6+3=10
      • 5-10 Jump to 18 strength:. 2*(2d6+4)=22 [awwww... a level 5 fighter with a starting greatsword is a crippling two points behind toll the dead cast by a level 20 spellcaster, fighters are sooooo oppressed by those casters in 5e]
      • 11-19 easily 20 strength by now: 3*(2d6+5)=36 [this is above the level 20 toll the dead by 10 points but nine levels earlier]
      • 20 still 20 strength: 4*(2d6+5=48
    • Add GWM & get
      • 1-4 Start with 16 strength:.2d6+3=20
      • 5-10 Jump to 18 strength:. 2*(2d6+4)=42
      • 11-19 easily 20 strength by now: 3*(2d6+5)=66
      • 20 still 20 strength: 4*(2d6+5=88
    • Add a +1 greatsword & the numbers look like this, I'm doing the whole array since when that weapon is obtained is up for grabs & they can further improve on it
      • 1-4 Start with 16 strength:.2d6+4=11
      • 5-10 Jump to 18 strength:. 2*(2d6+5)=24
      • 11-19 easily 20 strength by now: 3*(2d6+6)=39[this is above the level 20 toll the dead by 13 points but nine levels earlier]
      • 20 still 20 strength: 4*(2d6+6=52
    • Add GWM & get
      • 1-4 Start with 16 strength:.2d6+4=21
      • 5-10 Jump to 18 strength:. 2*(2d6+5)=44
      • 11-19 easily 20 strength by now: 3*(2d6+6)=69[
      • 20 still 20 strength: 4*(2d6+6=92
    • Upgrade to a +2 greatsword & you get
      • 1-4 Start with 16 strength:.2d6+5=12
      • 5-10 Jump to 18 strength:. 2*(2d6+6)=26[this is identical to that level 20 toll the dead but fifteen levels earlier]
      • 11-19 easily 20 strength by now: 3*(2d6+7)=42
      • 20 still 20 strength: 4*(2d6+7=56
    • Add GWM & get
      • 1-4 Start with 16 strength:.2d6+5=222
      • 5-10 Jump to 18 strength:. 2*(2d6+6)=46[this is identical to that level 20 toll the dead but fifteen levels earlier]
      • 11-19 easily 20 strength by now: 3*(2d6+7)=72
      • 20 still 20 strength: 4*(2d6+7=96
    • Upgrade that+2 with something like
      obtained from the cr11 trogar steelfist in chapter 3 of descent unto avernus & you get this
      • 1-4 Start with 16 strength:.2d6+5+3.5 fire=15.5
      • 5-10 Jump to 18 strength:. 2*(2d6+6+3.5 fire)=33 [this is above the level 20 toll the dead by 5 points]
      • 11-19 easily 20 strength by now: 3*(2d6+7+3.5 fire)=52.5
      • 20 still 20 strength: 4*(2d6+7=70
    • Add GWM & get
      • 1-4 Start with 16 strength:.2d6+5+3.5 fire=25.5
      • 5-10 Jump to 18 strength:. 2*(2d6+6+3.5 fire)=53 [this is above the level 20 toll the dead by 5 points]
      • 11-19 easily 20 strength by now: 3*(2d6+7+3.5 fire)=92.5
      • 20 still 20 strength: 4*(2d6+7=110
  • ....
    • 1 handed longsword(avg4.5) & shield
    • 1-4 Start with 16 strength:.1d8+3=7.5
    • 5-10 Jump to 18 strength:. 2*(1d8+4)=17
    • 11-19 easily 20 strength by now: 3*(1d8+5)=28.5 [this is above the level 20 toll the dead by 10 points but nine levels earlier]
    • 20 still 20 strength: 4*(1d8+5)=38
    • Add a +1 greatsword & the numbers look like this, I'm doing the whole array since when that weapon is obtained is up for grabs & they can further improve on it
      • 1-4 Start with 16 strength:.1d8+4=8.5
      • 5-10 Jump to 18 strength:. 2*(1d8+5)=19
      • 11-19 easily 20 strength by now: 3*(1d8+6)=31.5
      • 20 still 20 strength: 4*(1d8+6)=42
    • Upgrade to a +2 longsword & you get
      • 1-4 Start with 16 strength:.1d8+5=9.5
      • 5-10 Jump to 18 strength:. 2*(1d8+6)=21
      • 11-19 easily 20 strength by now: 3*(1d8+7)=34.5
      • 20 still 20 strength: 4*(1d8+7=46
    • Upgrade that+2 with something like
      obtained from the cr11 trogar steelfist in chapter 3 of descent unto avernus & you get this
      • 1-4 Start with 16 strength:1d8+5+3.5 fire=13
      • 5-10 Jump to 18 strength:. 2*(1d8+6+3.5 fire)=30
      • 11-19 easily 20 strength by now: 3*(1d8+7+3.5 fire)=45
      • 20 still 20 strength: 4*(1d8+7)=60
    [*]
    5e's quadratic fighter comes into play in that any gains in weapon mods from both strength along the weapon itself is multiplicative.

    For comparison here's what happens to the damage that level 20 toll the dead cantrip you brought up before and after adding a +3 wand of the warmage
    Before: 4d12=4*(6.5)=26
    After: 4d12=4*(6.5+0)=26
    I'm pretty sure I don't need to illustrate the lower tiers. If you look at dmg249 there is a chart for adjudicating targets in areas of effect (when not using minis & a grid) you can see numbers wotc seems to assume for all spells, but that requires both that many opponents in a given fight as well as those opponents being cooperatively spaced in a manner that allows optimum coverage while not taking into consideration slot consumption to any meaningful dergree.

  • Rogue is similar to fighter but has a breakpoint every other level & many many per round/build "what if" choices that make the comparison more difficult

    also any time the fighter pops action surge it doubles whatever they had going that round for huge spike damage that recharges on a short rest & compares absurdly well against leveled spell burn that itself is not usually that far ahead of the fighter's at will

This is average at will damage from the fighter comparing favorably with average high damage high level spells even before short rest recovering action surge gets used to also deal peak. Peak from a caster is rarely going to exceed the delta between caster &fighter last round or two once both have their output added in the peak round & martials still have ways of dealing spike damage as well.

Here is a handy sheet breaking down leveled spell damage at various slot levels, you can try to pick & choose, but don't forget that the steady slow of spell slot accumulation beginning at character level 3 will ensure that burning high level spell slots is likely going to be limited to one maybe two castings per long rest... That one cast of meteor swarm in a whiteroom filled with wall to wall mooks might look impressive on paper, but doorways & other choke points are a thing that doesn't require a prep slot while not really doing all that much more than the fighter's at will damage to whatever targets happen to be part of an encounter to be in a 40ft radius sphere
As I have said many, many times it's not all (or even mostly) about damage. When I was speaking of peak, I was speaking of effectiveness, not DPR.

A fifth level caster with hypnotic pattern will shut down a high CR encounter, often with multiple enemies, in a way no martial can. A FIRST level wizard with sleep can do the same against the typical enemies faced at that level.

Does that make casters better at combat? No, because they lack in other ways and they need martials to fully maximize their own effectiveness.

So casters are good at combat in a different way than martials, but still good.
 
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Mort

Legend
Supporter
It depends where you consider Paladins martials. A Paladin's peak is very high if optimized for it. In 6 years of playing 5E the most damage I have seen done in one turn was done by a Paladin-Assassin.

Paladins are a gish build (caster/fighter) and yes, quite strong.

But they don't have near the versatility of a full caster. It's not all about DPR, it's about efficiently winning combats - casters have lots of options to do that.


Now casters do get non-damaging options that completely disable an enemy and you can't put a DPR on that, but martials, especially Monks, get some of those too.

Monks do and stunning strike isn't nothing. But wizards, for example, get spells starting from level one that completely change the pace of combat. Again it's about efficiently winning combats.

RAW, casters were not the equal of fighters and rangers in 1E. To start with the only time they could generally use a spell was on the first round before melee was joined. In 1E melee any wizard wanting to cast would have to declare before the round started and would automatically get attacked by any intelligent combatants in range and had to not get hit at all by any of them to successfully complete the spell (DMG page 65).

In terms of DPR, 1E Magic-Users would generally be killed the very first round by an equivalent-level fighter. The only time they could expect to survive a round against a combat-optimized fighter (or ranger) was like levels 5-6 when the fighter did not yet have 2 attacks and MUs had 12-15hp which would usually survive one hit or over level 11 where they could survive 2 hits. In that case they might last two rounds, but they would still generally be on deaths door after 1. That assumes the fighter did not have an 18 strength or specialization in bows either, if he did even these magic-users would usually be dead in one round.

If the Mage won initiative and used their top level spell, and if the fighter failed his save then they might win a 1-on-1, but that was using a top-tier spell they got very few of where the fighter was reliably killing an equal-level wizard-equivalent bag of hps every single turn, all day long.

Against enemies with less than 1 hit dice fighters got a number of attacks equal to their level, so while a 5th level magic-user could crow about doing 15 damage with a fireball and killing a large group of goblins once a day, the 5th -level fighter could walk into every room full of goblins and attack 5 of them a round all day long.

2E improved this a little bit by getting rid of double specialization for martials and adding schools of magic for magic-users but they were still behind martials at all levels.

You're discounting the vast options wizards had by mid levels.

In 2e a wizard would just cast stoneskin, to completely shut down enemies damaging him before he got a chance to do his thing (at 7th level stoneskin world completely negate the damage from 4-7 attacks giving the Wizard more then enough room to act). And it wasn't alone. Again after mid-high level wizards ran away with the game.
In 3E Gish multiclass/prestige class characters ruled combat in general, although combat was so varied and monster resistances so varied that really depended on what you were fighting. For example a halfling swashbuckler, rogue, wizard, shadowdancer could do a ton of damage and be invincible in combat .... unless facing a regenerating undead or barbarian and then he was useless because he could not do enough damage against them to matter.
Full caster classes and prestige classes that kept full caster level had most /all the power in 3e. Watering down spell progression was just not smart play.
I play mostly Rogues.
Rogues are great in 5e.

But 3e? They got hosed most of all! Hey we're going to negate your best source of damage (sneak attack) against several classes of monsters (undead, oozes, constructs, I'm sure I'm missing some...) just because we designers feel like it - have fun.

A friend played a rogue in the age of worms campaign - but not for long!
 

CleverNickName

Limit Break Dancing
[Unpopular opinion]
Classes shouldn't be balanced with each other (in combat). It's better for some classes to be better in combat than others across the board, and for some to be absolute rubbish in combat. Right now it feels like every class tries to be "another sword wizard, but with This One Weird Trick," and it feels dull and same-y to me.
[/Unpopular opinion]
 
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tetrasodium

Legend
Supporter
Epic
As I have said many, many times it's not all (or even mostly) about damage. When I was speaking of peak, I was speaking of effectiveness, not DPR.

A fifth level caster with hypnotic pattern will shut down a high CR encounter, often with multiple enemies, in a way no martial can. A FIRST level wizard with sleep can do the same against the typical enemies faced at that level.

Does that make casters better at combat? No, because they lack in other ways and they need martials to fully maximize their own effectiveness.

So casters are good at combat in a different way than martials, but still good.
While true that the game is not all about damage & that there are many nondamage things casters do that is their bread & butter that's only half the case. Damage is a very big part of the way classes are balanced against each other to roughly good enough equivalent targets. Big problems are caused in the way that 5e assumes that martials will be doing half damage against most everything before wotc goes out of their way to make sure that pretty much never happens by making magic weapons that bypass resist nonmagic b/p/s a complete nonissue
 

As I have said many, many times it's not all (or even mostly) about damage. When I was speaking of peak, I was speaking of effectiveness, not DPR.

A fifth level caster with hypnotic pattern will shut down a high CR encounter, often with multiple enemies, in a way no martial can. A FIRST level wizard with sleep can do the same against the typical enemies faced at that level.

A 1st level caster can cast Sleep twice. It can certainly have a dramatic impact on one or two fight (three at most), then it has nothing to cast* for the remaining 4 to 6 encounters of the day (not even a defensive spell). Against a medium-to-hard encounter, it will either do nothing (the CR 1 creature has more HP than the rolled 5d8 (23) threshold) or remove two creatures with 10ish HP like two CR 1/8 bandit or two CR 1/4 wolf (where the attack of the martial would actually be overkill, but in this case the GWM ability to make an additional attack after downing an enemy would make it back to parity... Sleep can have better effect depending on the situation (horde of 1 HP attackers?), but it's not that great.


*edit: except cantrips, but that was the "weak contribution" to the fight.
 


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