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There is a timer for completing this game, centered around the amount of food available within game.
You can get enough food to rest TWICE before every encounter.
As it stands, the timer is meaningless. *Currently*
***********
Saying that, in the future, there will possibly be less food available in game.
At the same time, there SHOULD be difficulty options.
If you are still unable to play this game at your own pace after this, then maybe you need to take the time to learn more about the game's mechanics and how to better plan for combat.
BARRING That, there is a 3rd level spell for clerics, available at level 5, called "Create Food and Water."
But yeah, Wizards are good, they start slow and end up as literal gods. And you can only play to level 4 here. Just ONE More level, level 5, gets you friggin fireball...
I mean yeah... Unlimited Casting. Divinity 2 did it on a Cool Down system that I thought was amazing, encouraged strategy, and was otherwise totally not even cheap at all.
Here... You cast like, one or two different damage spells. And you cast them 3 or 4 times. And that's it.
Before there were HUNDREDS of different interactions that the spells had with each other.
Fire/Oil, Necromancy/Blood surfaces, Air/Water,
And you WANTED to use those interactions because you knew that it wouldn't cost you some of a finite resource to cast.
And you're right, having that finite resource being tied to everything makes utility spells a huge not worth it. Yeah sure you might win the fight a little easier, but it's going to cost you more provisions to use and exploit game dynamics that you otherwise would still have.
What's better? Scorching Ray to end the threat and loot? Or Sleep so that you can avoid a fight and get no loot?
Not to mention the Armor system was one Million times better. Now it's just Number go up by 1 = better derrr.
So instead you min/max for what you have access to and just shoot scorching ray at the baddies and hope you don't miss, because if you do? Well. that's more wasted provisions.
And don't even get me started on rolling a 3 or 4 dmg Ice Ray Cantrip on baddies that have 40hp or 50hp. It's totally useless.
Imo, Cantrips should be your bread and butter for damage, and Spells should be big fight changing things. (Both from the enemy, and for you the player).
Instead now, if you're playing wizard, you get like 3 or 4 turns in a fight. And after that you're useless. It just feels like terrible game design.
Sleep doesn't let you avoid a fight, sadly.
What sleep does is allow you get an AUTOCRIT on anyone you melee attack (Hey paladin, it's time to smite). It also breaks their concentration on spells (I believe, if not, it's supposed to), and it has NO save, affecting all creatures except Elves due to Fey Ancestry and I think the undead.
Arguably, sleep is better than scorching ray... in some situations.
But anyways, rolling low damage sucks, yeah. Martial classes get their attribute boosting their weapon damage, but casters don't.
Casters DO, however, Get increased damage as they level. Firebolt starts at 1d10, 2d10 at level 5, 3d10 at level 11, 4d10 at level 17. For a FREE spell cast at max range.
The reason cantrips aren't as good as martial weapons is because martial classes can't exactly look at a group of 4 enemies and fling a FIREBALL at them and deal 8d6 damage to ALL of them, half even if they save from it.
Martial classes can't root 5 enemies to the ground, taking them out of the fight.
Martial classes can't summon an elemental of a type that is resistant to an enemy or they're vulnerable to.
The ONLY reason you think wizards aren't powerful is because the game gives you levels 1-4, the ONLY TIER where wizards are underpowered
Oh wow, you really don't like to pay attention, do you?
I'm never for people who tell others to "git gud", but seriously...
You're complaining about the most powerful class in D&D.
There are SO MANY ways to play a Wizard.
You can CC pretty much the entire battlefield with Illusion/Enchantment.
You can blast everything to the 999 layers of the abyss with Evocation.
You can deal ridiculous amounts of sustained damage over time with Conjuration.
I mean, the things the Wizard can do are unlimited. Every school of magic can match or exceed what another class can do in a limited range. Transmutation can give you insane buffs, like Longstrider and Jump (movement speed is something I highly underrated until I played BG3 and saw just how important it was.)
It's been a truism that spellcasters in D&D have always been the most powerful characters in the long run, IF you can stomach the early game lull where they aren't as powerful.
But recent editions have sought to both close the power gap between other classes in later levels, and also provide a means for low level casters to keep up (thus cantrips, which are a recent addition, and then the idea of them scaling with level).
The Wizard will ALWAYS be the master of magic - other casters are there to provide avenues of deviance from pure magic.
In all honesty, the only class that can truly compete with the Wizard in terms of pure power is the Cleric, and only if you're obsessed with min/maxing. Turns out, there's certain weirdly overpowered privileges that only come with brownosing the divine.
I was being sarcastic. Unlimited casting in D&D would be unbelievably broken. D&D has used the Vancian magic system since it's inception over 40 years ago. Everything is balanced around resource management. That's not going to change.
That leaves you two choices, adapt, or give up.
Warlocks have Eldritch Blast and Incantations that are not tied to any "timers". And their spell slots refresh on a short rest.
Sleep is literally the best killing spell at early levels. AOE "paralysis" that allows your party to coup de grace enemies one by one.
You get 9 spell slots per long rest, counting Arcane Recovery, as a 4th level wizard. And considering you can long rest practically before every big fight in this game, that gives you plenty of stuff to do even besides cantrips.
At 10th level you'll be getting 20 spell slots per long rest. At 20th level - 32 spell slots. As the resting economy likely won't change, you'll have more spells available than you know what to do with.
10th and 20th level Wizard is a Pointless Conversation because the game has only released Act 1. And until this game-play exists I don't see the point in including it in the conversation.
Edit: formatting
At level 5 Wizards get access to third level spells. That's Fireball, Sleet storm, Lightning bolt COUNTERSPELL, Fear, Fly, and Hypnotic pattern.
These spells *END COMBAT* And I don't mean like, click the spell and move on, I mean that after these spells resolve, everyone else is just "Cleanup".
At level 7 they get arguably one of the BEST crowd control and area denial spells in the game. BLACK TENTACLES. 20 feet radius of difficult terrain means it takes 40 feet of movement to escape it. If they stay inside, they get restrained, and need to waste turns breaking out. Each turn they cant, they take damage... It's absolutely magnificent.
Conjure elementals, Dimension door, GREATER INVISIBILITY. Ice storm, Phantasmal Killer.
These are things that martial classes cannot do, ever. The reason wizards need to rest is because when they cast spells, combat ends.
But I get it, we only have level 4 right now. But you're talking about a class that always been slow to start.
Magic users, as Wizards used to be called, used to start their career with the ability to use DAGGERS and slings, No Armor, and ONE SPELL PER DAY. Not rest, DAY. 24 hours.
They are the weakest class in Tier 1, but some of the strongest in tier 2, and by Tier 3 the gap just grows.
What remains as my favorite playthrough is a Gith Wizard who can use Gith plate for 17 AC, buy Armour of Agathis from a vendor and sport Sword of Justice. 14 14 14 16 8 8 stats
Full Wizard casting. 17 AC without Mage armor, 19 AC with Armor of faith. Spamable Armor of Faith to proc arcane Ward, AoA for 20 Temp HP with return on hit cold damage. Like - you think Druids get OP tanking HP? Try having spammable Armor of Agathis that procs arcane Ward throughout the fight…
I can cast cantrips for range and for effects (fire, slow, disadv to UD) and can melee with a 2H sword up close, and still retain full Wizard casting.
And, If that wasn’t enough, I take Friends as a cantrip (since I can just learn other cantrips) so my social is OP even with -1 charisma. I’m a wonderfully flavorful RP dynamic duo with Laezel, and the Fighter (with all the Goblin Absolute items and shattered flail) with the Wizard (who has learned healing word and wears some of the healing buff items) make for the most OP dynamic duo in combat ever. A melee Wizard with modest damage on a 2H sword with a 60+ temp HP pool that returns 10 cold dmg whenever struck with melee and has 19 ac…paired with a 21 AC (17 base, 21 with Absolute shield) Fighter who heals self when she attacks and has all her Superiority moves and is spreading Bane on enemies (Gloves of absolute and AoE shield effect). It’s balls deep fun in combat
You are basing whether or not a class is OP based on a Meta build, all classes are OP by Meta metrics. You have to base it off of a standard human since it's considered the average or middle ground in terms of having no special perks or bonuses.
No, I’m not.
I said wizards are OP
Then I said, my favorite play through was as a Wizard, it was like this. And I talked about a meta build.
No where did I said a meta build was why they were OP. You drew that distinction all on you’re own.
My point was wizards are very flexible, and here’s a demonstration of some of the things they can do. Access to all the spells allows for a lot of different things.