D&D (2024) Wow, 5.5e characters are STRONG!

Maxperson

Morkus from Orkus
You are using a data sample of players who don't bother doing basic things like scouting, using divination spells, taking Perception proficiency, to see what enemies might lie ahead.
Incorrect. Mine do those things and sometimes are able to see things coming. Besides, by the time you are relying on perception proficiency to let you know the enemy is nearby, you don't have a minute to cast a spell.

And divination spells are few in 5e. Slots are at a premium and you are wrecking your combat ability if you are using a lot of slots to scout around for 16-24 hours looking for those 6-8 encounters. You don't get to have it both ways. You can't be gods outside of combat and inside of combat both. That's not possible in 5e. You need to pick a lane or else be mediocre at both.
 

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You don't get to have it both ways. You can't be gods outside of combat and inside of combat both. That's not possible in 5e. You need to pick a lane or else be mediocre at both.
Incorrect. Full casters can absolutely be gods at both. They have been demonstrated countless times of being capable of being both. That's why they're so much better than non-full casters.
 


tetrasodium

Legend
Supporter
Epic
Incorrect. Full casters can absolutely be gods at both. They have been demonstrated countless times of being capable of being both. That's why they're so much better than non-full casters.
From your posts... Have you considered that the caster player might be treating their class list as their prep list instead of following the spells known/scribed & prepped rules?
 


Just as many spells look like they're going to be buffed for 2024.
But not those you are only using in your argumentation. I bet that (nearly) all disabling spells without save at the beginning or end will get a save there. Banishment, hypnotic pattern, polymorph. I really can´t see them get through unmodified.

Otherwise, ban those spells and wizards are in line. It really boils down to using spells, that did not get the memo, that all disables need saves on the end of turn, because saving throws are not working as they did in 3e for disabling* spells, even though they look familiar:

3e: make your save, suck for caster level/round (usually), both DC and saves increase with level, even for bad saves.

5e: you are targeted. Make an initial save. You probably suck. You get another chance to get out. Only DC increases with level for 4/6 saves. The average rounds you are affected increase with increasing DC (level) of the caster.

*same goes for damage spells:
3e: damage increases with caster level, (DC - save bonus) does not increase drastically (assumption is that saving throws of the target also increase)

5e: damage stays the same, but (DC - save bonus) increases with caster level. (Assumption is that you target weak saves)
 

You are using a data sample of players who don't bother doing basic things like scouting, using divination spells, taking Perception proficiency, to see what enemies might lie ahead.
And using only the same few overpowered spells ober and over again. Choosing spells to make your wizard unique and thematic? No.
 


Horwath

Legend
And using only the same few overpowered spells ober and over again. Choosing spells to make your wizard unique and thematic? No.
You are going to war.

You have your choice from rifle with infrared scope and DU rounds or an ancient musket?

Sure, you can be unique and use a musket. Unique and dead.


Players normally use what is best available, it's WotC job to make ALL spells balanced with each other. And in the worst case to be houseruled into some sense of balance.
 

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