Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Then you have spellslots, which are earned back on a long rest, as you level you gain more and higher level spell slots.
so at level 1 yeah you can cast 2 spells (that can basically turn the tide of combat) before you longrest, or you can invest in scrolls and cast as much as you can afford.
Spell Slots are only to be used when it really matters like big fights or boss fights.
Its OK saying that but when you're fighting a bunch of enemies, several with with 50+ health that do two attacks each, dealing 15-20 damage, and your character has 30 HP and the cantrip does 10hp damage and your melee does the same... ... ?
isnt it interesting how you said the magic words in another phrasing of "You are roughly equal to fighters" when we are talking about the most basic casting features, and at range, and with possibility for longer for feats?
A well placed "sleep" allows your melee guys to auto crit completely decimating the enemy, and a well timed heal allows you to save someone from the brink of death, even a level 3 cleric (which it has taken me about 1 hour to get to) can aoe heal a ton, imagine spamming that without limits, yikes.
also THIS IS WHY YOU CAN USE YOUR SPELLS AS A CASTER, to deal AOE to big groups, or you can use bombs, or scrolls, even at low levels you have burning hands which can demolish a group of enemies.
You misunderstand - when I say melee is as effective as cantrip I meant the caster's melee attack.. I.e. the cantrip is as effective as the same character just hitting the enemy with a stick.. the actual melee characters are hitting for 10-20 hp, and then they get to hit twice.. that's 20-40hp damage a turn at say level 5 or 6 whereas your caster with their cantrip is pumping out a whopping 10hp damage a turn and is as effective with their cantrip as they are with a stick (which seems weird to me).
I just think cantrips are not really feasible .. also the cantrips don't do AOE or anything else you mentioned like mass healing etc. last time I checked the healing spells etc all use spell slots, which was my original point when I said that using cantrips and saving your spells for boss fights only isn't really a thing.
My point was you can't rely on cantrips as suggested by the guy I originally replied to...
wizard firebolt is 1d10 at a 50? 60 feet range (looking at wiki) that increases in damage at higher levels akin to how martials gets multi attack, also what increases at higher levels is more spellslots, at level 5 a wizard has 4 level 1, 3 level 2, and 2 level 3, and can gain some back once per long rest, and then gain them back on a long rest.
the same wizard has like a 1d4 dagger with no strength mod and cant hit, a druid can use shillelagh to get more in the face but that is also a build option for them, that will make them suffer due to concentration requirements.
a cantrip is more than good enough for the purposes of damage, and is the lowest common denominator of a caster where all the spells COMES ON TOP of that.
so im very confused what caster you mean has equally strong cantrips and melee, even if we ignore the range advantage of cantrips.