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What is the logic behind one 6th, 7th, 8th, and 9th level spell?
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<blockquote data-quote="aramis erak" data-source="post: 6445555" data-attributes="member: 6779310"><p>In 5E, fighters can only take down at most 4-5 NPC's per round, 8-9 in the first couple rounds, plus one with a reaction... but they won't be hitting all the time. </p><p></p><p>The guards will take 2-3 hits each, maybe more. The knights (with 50HP) need at least 4 hits. (Compare this to 18th level in BX/BECMI or AD&D, where a fighter can take out 18 commoners per round, as they're 1HD each.)</p><p></p><p>The wizard, at 18th level, can take out a couple waves himself, if they come in clumped. But they won't after the first clump; the Knight and Priest are gonna waste him, and quick, and might even survive a fireball.</p><p></p><p>The spellcasters in 5E are far less dangerous to crowds than equivalent casters in prior editions. Still far more dangerous than a fighter of same level, but no more 20d6 fireballs (it peaks at 14d6, an average of 49 damage - not enough to assure drop a knight's or Veteran's 52 HP). And, unlike AD&D, there's no x10 radius for being outside...</p><p></p><p>The commoners die pretty easily - 4hp each - but you can't spill over the damage from one to another.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6445555, member: 6779310"] In 5E, fighters can only take down at most 4-5 NPC's per round, 8-9 in the first couple rounds, plus one with a reaction... but they won't be hitting all the time. The guards will take 2-3 hits each, maybe more. The knights (with 50HP) need at least 4 hits. (Compare this to 18th level in BX/BECMI or AD&D, where a fighter can take out 18 commoners per round, as they're 1HD each.) The wizard, at 18th level, can take out a couple waves himself, if they come in clumped. But they won't after the first clump; the Knight and Priest are gonna waste him, and quick, and might even survive a fireball. The spellcasters in 5E are far less dangerous to crowds than equivalent casters in prior editions. Still far more dangerous than a fighter of same level, but no more 20d6 fireballs (it peaks at 14d6, an average of 49 damage - not enough to assure drop a knight's or Veteran's 52 HP). And, unlike AD&D, there's no x10 radius for being outside... The commoners die pretty easily - 4hp each - but you can't spill over the damage from one to another. [/QUOTE]
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What is the logic behind one 6th, 7th, 8th, and 9th level spell?
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