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General Tabletop Discussion
*Dungeons & Dragons
Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="Steampunkette" data-source="post: 8303405" data-attributes="member: 6796468"><p>More seriously, [USER=93670]@tetrasodium[/USER]'s math is accurate. It is possible to make a fighter or Paladin that can chunk out 110 damage per turn.</p><p></p><p>Divided among 4 attacks for a maximum of 4 targets taking 1/4 of that damage. Assuming every swing is a hit, and depending on your dice there's no guarantee of that.</p><p></p><p>Meanwhile a single Fireball spell averages out to 28 paltry damage by comparsion.</p><p></p><p>To each target. With up to 52 Squares each targeted with that 28 damage. If there are 4 people in the area, the Wizard's one fireball deals 2 points more on average.</p><p></p><p>If there are 8 people in the area, and every last one of them makes their saving throw, the wizard still beats the fighter assuming the fighter hits every target. And after level 10 an evoker add 5 to every single one of the targets (Since Fireball only uses one damage roll). So even on a successful save that's 16 more points of damage.</p><p></p><p>And none of it requires the use of Feats, <strong>an optional system</strong> that not all DMs use. And even those of us who -do- use that optional system often say "No" to GWM.</p><p></p><p>If there are more than 8 people in the 40ft diameter fireball radius, the Wizard completely blows the fighter's damage for that round out of the water even if the fighter hits every turn and the enemies all make their saving throws.</p><p></p><p>Fighters do comparable, or better, damage than Wizards when the Wizard is out of spell slots or isn't a Damage-Caster. And even that doesn't include "Combat Enders" or "Damage Multipliers" like Haste or Hold Person.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8303405, member: 6796468"] More seriously, [USER=93670]@tetrasodium[/USER]'s math is accurate. It is possible to make a fighter or Paladin that can chunk out 110 damage per turn. Divided among 4 attacks for a maximum of 4 targets taking 1/4 of that damage. Assuming every swing is a hit, and depending on your dice there's no guarantee of that. Meanwhile a single Fireball spell averages out to 28 paltry damage by comparsion. To each target. With up to 52 Squares each targeted with that 28 damage. If there are 4 people in the area, the Wizard's one fireball deals 2 points more on average. If there are 8 people in the area, and every last one of them makes their saving throw, the wizard still beats the fighter assuming the fighter hits every target. And after level 10 an evoker add 5 to every single one of the targets (Since Fireball only uses one damage roll). So even on a successful save that's 16 more points of damage. And none of it requires the use of Feats, [B]an optional system[/B] that not all DMs use. And even those of us who -do- use that optional system often say "No" to GWM. If there are more than 8 people in the 40ft diameter fireball radius, the Wizard completely blows the fighter's damage for that round out of the water even if the fighter hits every turn and the enemies all make their saving throws. Fighters do comparable, or better, damage than Wizards when the Wizard is out of spell slots or isn't a Damage-Caster. And even that doesn't include "Combat Enders" or "Damage Multipliers" like Haste or Hold Person. [/QUOTE]
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Spellcasters and Balance in 5e: A Poll
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