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So I don't think limited long rests is much of a nerf. Wizards get excellent cantrips in 5e, which covers most of the weaknesses of their limited spellslots.
Once you reach level 3, I think Wizards are OP; especially because you can learn every spell that's on a scroll. I'll pick a Wizard over a Fighter any day, due to utility of the environment, which is what the fights are designed around.
I've never been unable to full rest when I needed to.
You do have arcane recovery...
And I'm sorry but since when can a fighter deal 8d6 damage, at range, from stealth, to everyone within a 20 foot radius, and still deal half as much on a save.
You need resting to stop them from decimating every encounter in 2 turns.
Edit: RECHARGE arcane recovery on short rest? Oh HELL no
Wizards can outright end entire fights with Grease and Sleep, they can learn any spell they want from Scrolls giving them the largest amount of versatility in the game, and they have THE strongest magic item in game, which gives them the highest damage both in terms of max damage and how consistent it is out of any class in the game.
The necklace that adds a d4 of Psychic damage to every magic missile averages out to 18 (6d4 + 3) damage at level 1 which gives them a higher average damage than any other first level spell in the game that is guaranteed to hit and has the best damage types available. At level 2 that goes up to 24 (8d4 + 4) damage. Magic Missiles cast at level 3 with this necklace is effectively more damage than fireball (10d4 + 5 guaranteed vs. 8d6 save for half. The only thing that save Fireball here is that it's an AOE).
So in summary, Wizards have the highest damage, the largest amount of utility, and the largest amount of CC out of any class in EA before they even access 3rd level spells. And you're calling them weak.
A Magic user instead has almost no physical prowess besides some multiclasses.
He has his other stats, but MAGIC in itself.... hmm its the option to do things which normally are not even possible. So yes im ok with having magicusers need to rest for such feats done. And of course Magic users shouldnt be so powerfull as surpassing Fighters without a balance.
So there you have a balance rule, which needs discussion how you want to implement said balance.
Magic is like me beeing lazy and wish the housework beeing done for itself. Then rest again for the next day to do it all over again ;)
True, I never said that fighter's CANT deal damage. If we're assuming that ALL of those attacks hit, and we do the same for the wizard, the average damage of a d6 is 3.5. 8x3.5 = 28 damage per target.
3 targets would be average 84 damage
4 targets would be average 112 damage
Not TERRIBLY hard to hit 3-4 people with a 20 foot radius sphere.
from stealth...
at 150 feet...
I also think people are actually overestimating Fireball a little bit, it won't be all that overpowered since it's going to be a Dex Save which will cause half damage as often as Sacred Flame misses. At level 5 vs even a lowly 14 dex goblin that would be 30% of the time with a maxed out spellcasting stat. So the average damage goes down from 28 to about 24. Lightning Bolt is probably going to be better in this game because of the synergy with water and of course upcasting Scorching Ray is far superior for single target.
Guaranteed damage in D&D is rated highly. That's why Magic Missile is one of the most powerful spells in the game, even at 1d4 dice for damage.
Fireball isn't Rated highly for no reason. I'm fairly certain that ANY SPELLCASTER would take Fireball, even if it doesn't fit their spell theme. Abjurer? Still takes fireball. A conjurer? Still takes fireball. Even a Diviner STILL takes fireball.
It is important to note that Larian games give freedom to create strategies & one can always hope it stays that way.
Choosing the right subclass is important. Get your wizard high dexterity & maximum sleight of hand & You are free to get scrolls (level 1),ranged special arrows (average damage) or melee to save spells slots.
Game still gives you good level 1 scrolls easily which is a relief. Sleep scrolls, Mage armour, burning hands etc.
You do not need arcane recovery after every short rest. Because you will still run out of that option.
Everyone knows there is a special item in game which increases intelligence score to 18.
So you are again free to invest in other abilities.
1. Fire is the most common resistance in game. Which means damage will be halved.
2. There are saving throws for such spells which halves the damage after success.
These are good spells & not something game breaking.
Paladin & Fighter will be our saviours.
Wizards go from 1 attack to "as many as I can fit into a 20 foot sphere"
Is fire often resisted? Yes. So your damage goes from 8d6 to 4d6... which is still the equivalent of a great sword hit from 150 feet away to AS MANY CREATURES in at 20 foot radius sphere.
You cant possibly say that the most iconic, most frequently used spell that NEVER gets un-memorized (except in a volcano setting) is not a good spell
Where is the "I didnt ask how big the room is, I said I cast greatsword" t shirt?
The minimum necessary is 3 enemies within 20 feet of eachother.
Even if an ally is caught in the blast it makes it the optimal decision because the enemy side is taking more damage. And it isn't hard to NOT hit your ally when your target is a "point in space" and not an object.
This is the reason clerics are not "healers" because healing as a whole is an inefficient usage of spells. Clerics are divine casters. NOT THAT you cant make a healing cleric work! Life clerics are amazing. But removing an enemy, mathematically, is in most accounts better than patching up a wound.
Yes you can detonate things but I'd say that's a plus because, again, 150 feet is a nice buffer space...
But I could make a whole thread on fireball...
Regardless this is about wizards, and wizards need to be shackled to rests to avoid being gods