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Why does 5E SUCK?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7271761" data-attributes="member: 82106"><p>I didn't find that to be the case at all. My 5e Mountain Dwarf Transmuter KICKED ASS. Some types of spells seem to be a bit weaker, requiring concentration for instance, which isn't a HUGE big deal but can somewhat limit certain types of buff stacking. </p><p></p><p>As for the sheer power of high level spells... I just picked the 6th level spell Disintegrate as a simple straightforward example. The 1e version kills its target outright, unless it makes a save vs spell. The 5e version does 10d6+40 damage if it fails a DEX save. Now, a 1e AD&D level 13 fighter or wizard will save on an 8 (and probably has magical bonuses to that in most cases at those levels, possibly substantial ones since magic armor will count, as will rings of protection, some staves, etc.). The 5e 13th level target is making a DEX save, and he might reasonably have anywhere from a +0 to a +10 on that save and the DC is likely to be around 22 at that level. Even the guy with a great DEX save will need to roll a 12, most targets probably save 25-30% of the time IME.</p><p></p><p>In other respects these spells are fairly equivalent, 10d6+40 damage is unlikely to kill a 13th level target by itself, but it does have the advantage that even if the target doesn't die, they're badly hurt, and if they're hurt, they will die. Its a pretty good spell in 5e. Yes, eventually my 1e wizard gets to cast his version several times per day, if he cares to put all his slots into it. </p><p></p><p>The point is, I hardly felt constrained by 5e's spell lists. Each spell is slightly less 'bent' but the overall effect is quite strong. My Transmuter was easily the linchpin of the party. He did many of the key things that won battles, enabled entire strategies, and shaped much of the party's adventures. The existence of rituals and cantrips, as well as spell recovery, etc. and the ability to move spells up to higher slots to allow for a greater variety of options, was huge. My similarly leveled 1e MU had to have a Staff of the Magi, several other powerful items, and pen many scrolls, in order to achieve similar flexibility (and spent a fortune copying and buying spells too). </p><p></p><p>In the sense of a guy who could just obliterate you with one (lucky) spell cast, yeah, the 1e guy is a bit ahead there. In terms of actually delivering reliable and highly effective spell support to the party, the 5e wizard is hard to compete with. Honestly, I thought it was a bit much. I mean, my character was a pretty decent melee combatant on top of all that! Nothing like competitive with the Weapon Master, but he killed that nasty Bugbear king in Phandelver with an axe blow!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7271761, member: 82106"] I didn't find that to be the case at all. My 5e Mountain Dwarf Transmuter KICKED ASS. Some types of spells seem to be a bit weaker, requiring concentration for instance, which isn't a HUGE big deal but can somewhat limit certain types of buff stacking. As for the sheer power of high level spells... I just picked the 6th level spell Disintegrate as a simple straightforward example. The 1e version kills its target outright, unless it makes a save vs spell. The 5e version does 10d6+40 damage if it fails a DEX save. Now, a 1e AD&D level 13 fighter or wizard will save on an 8 (and probably has magical bonuses to that in most cases at those levels, possibly substantial ones since magic armor will count, as will rings of protection, some staves, etc.). The 5e 13th level target is making a DEX save, and he might reasonably have anywhere from a +0 to a +10 on that save and the DC is likely to be around 22 at that level. Even the guy with a great DEX save will need to roll a 12, most targets probably save 25-30% of the time IME. In other respects these spells are fairly equivalent, 10d6+40 damage is unlikely to kill a 13th level target by itself, but it does have the advantage that even if the target doesn't die, they're badly hurt, and if they're hurt, they will die. Its a pretty good spell in 5e. Yes, eventually my 1e wizard gets to cast his version several times per day, if he cares to put all his slots into it. The point is, I hardly felt constrained by 5e's spell lists. Each spell is slightly less 'bent' but the overall effect is quite strong. My Transmuter was easily the linchpin of the party. He did many of the key things that won battles, enabled entire strategies, and shaped much of the party's adventures. The existence of rituals and cantrips, as well as spell recovery, etc. and the ability to move spells up to higher slots to allow for a greater variety of options, was huge. My similarly leveled 1e MU had to have a Staff of the Magi, several other powerful items, and pen many scrolls, in order to achieve similar flexibility (and spent a fortune copying and buying spells too). In the sense of a guy who could just obliterate you with one (lucky) spell cast, yeah, the 1e guy is a bit ahead there. In terms of actually delivering reliable and highly effective spell support to the party, the 5e wizard is hard to compete with. Honestly, I thought it was a bit much. I mean, my character was a pretty decent melee combatant on top of all that! Nothing like competitive with the Weapon Master, but he killed that nasty Bugbear king in Phandelver with an axe blow! [/QUOTE]
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