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You also forgot to mention that everything and their dog are resistant/Immune to lightning.
It's not lightning bolt that is underpowered. It's fireball that is OP. And it always was so. Fireball was made how it is to give wizards/sorcerers that WOW! effect once they get to level 3 spells.
TL;DR Fireball is above level3 power curve and very deliberately so.
That may be so, but I think there is more to it than just Fireball being OP. Lightning Bolt isn't just not as good, but outright bad on it's own, even if Fireball didn't exist. The main issue is still the wild inaccuracy with lightning bolt. I don't see it documented anywhere.
I think that saying this is because of game design is naive. They are good in different situations, and, if you are trying to hit multiple enemies, one naturally comes up more than another purely based on the shape of the effect.
Lightning Bolt: It will always be harder to get people to stand in a line, but it allows you to hit 1 person is a group pretty easily.
Fireball: It will always be easier to get a group of people within a 40ft diameter, but you risk hitting allies.
Hell, it's usually the case in PnP as well, though a lot of times DMs will allow you to aim up or down and avoid friendly fire or the like.
Now #3 I've never noticed, but I also rarely use it because fireball is easier to aim in these kinds of games.
1. I did call attention the the resistances. It's yet to be of any real concern and I'm more than halfway through the game and as I mentioned, unless it's early on when level 3 spells are your crutch, then you have other tools to offset issues with resistances. Enemies that low a level don't often have high resistances in general, let alone this game in particular, which is the point here.
2. I'm playing the same game I find Fireball easy to use any not hit my allies while still making good use of it. Far easier than lightning bolt particularly.
3. Naive? But.. I pointed out directly what about the game design, while I'm sure not intentional, has a notable negative impact on the usability of the spell..
Yeah, we used a house rule that Lightning Bolt inflicts 1d8 points of electricity damage per caster level (up to 10d8 at caster level 10).
My point is that I don't believe it's game design, it's just inherent to any combat system, different shapes of effect will provide different opportunities. And, you can't deny that Lightning Bolt provides pinpoint accuracy that Fire Ball can't match without metamagic (Selective)
And what RJM said.
I said in my first post, and much the same in my 3rd "Occasionally, the elemental type is useful, but when that really becomes an issue in most games, it's later on when you have more tools to deal with that mechanic anyway."
As for Will o Wisps, that's my point, and Lightning Bolt is useless on them and they are the most common elemental resistant enemy I recall encountering, making fireball better by default.
Even completely disregarding resistances, it's still inferior in use. The fact that in some rare situations is may be better isn't much of a win for it.
Ah yes, I remember that in Baldur's Gate. Could be good. Could be bad. Was good for quick invisibility snipes when you're party was safely away.
It's both, really. Both the real time conversion AND the level design. Very rarely has there been long narrowish corridors where it really shines in this game.
Underground, you can get your enemies lined up and let loose.
That said... Fireball and Lightning Bolt are generally some of the least used spells ever. Unless you're building a blaster mage/sorc, you're going to want a lot of other spells first.
Haste, for instance, will do far more damage over-all than a single fireball. Just add up every single melee character who would have missed if not for haste. Each one of those hits is damage due to the spell. Add up the potential damage on each and every miss the enemy made that was a result of your party having +1 AC from Haste. That should count too. Add up each and every point of damage from the extra attack that Haste allows. That's all counted.
I prefer my mages to turn my physical damage(melee and ranged) into Gods. Then, during the actual combat, I prefer my mages to control the battlefield and control the enemy. Direct Damage spells are almost never used unless it's a long fight and you've run out of other spells.
Imagine a pet, for instance, with extended Mage Armor, Blur, Bull's Str., Cat's Grace, Heroism, Stoneskin, Prot/Resist energy, Prot/arrows, and Animal Growth on it. That's just stuff a Mage can do. Then while that monster that you used think was a cute and cuddly pet attacks the enemy, you can paralyze, trip, entangle, freeze, nauseate, etc. the enemy, thus making it easy for your mosnter to destroy the enemy.