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翻訳の問題を報告
If you want a magic user that does a lot of damage, you actually want a kinetecist. Manage your burn carefully, it's a useful tool to be able to output a lot of damage very quickly.
all ranged attacks made on the targets locked in melee with someone else suffer -4 penalty to hit roll, unless the attacker has Precise shot feat.
therefore caster without somewhat decent dex and precise shot is not going to hit much
Most likely because you don't have the feat Precise Shot.
Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
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Range touch spells that need to roll to hit like most cantrip are affected by this -4 penalty.
Note that not all wizard / sorcerer builds want to waste 2 feats for this. For example, its not important for a DC caster that want to control the battle field with crown control spells while precise shot is important for Arcane trickster who specialize in range touch spells.
Unless you are playing very front line wizard, I would have rather placed those points to WIS instead of CON. Wizards will remain fragile with high CON and rely spells, positioning and others for protection. They do have higher will save though and WIS would only increase their ability to survive against charms. That way they can also better protect other characters from magical attack - when they are less likely to run around confused or afraid.
My own wizards start with either 10 or 12 points in CON, depending on what sort of wizard they are.
I usually roll with 16 con and 19 casting stat on a dedicated caster, unless I am doing something weird as that allows them to take a stray shot and still live on unfair.
For that matter I had a player at my TT game who has a 6 con wizard and he lived from level 1 to end of campaign at 17. Between buffs and positioning he was almost never threatened.
This is common to all roleplaying games almost. Magic-users are weak in the beginning and super-powerful in the end. So if you feel weak in the beginning, its basically by design.
(playing full wizard here myself)
https://tvtropes.org/pmwiki/pmwiki.php/Main/LinearWarriorsQuadraticWizards
I'd disagree and say low level mages were extremely weak in 1st and 2nd editions of AD&D (even 3/3.5 to an extent). 1d4 hp/lvl, and no bonus spells (unless you took a specialization, in 2nd edition), meant a stray arrow could kill you pretty easily. If you somehow managed to max DEX during character creation, you'd still only have AC 6, which is still horrible. Intelligent monsters would most definitely target spell casters with ranged attacks if/when possible. The trade-off of being weak at the beginning is mages become ultra-powerful at higher levels. To the point of being untouchable against any except another mage.
Even if the wizard had no dex bonus and no armor spell would only be about 50 percent of the time by the 1 hd monster. Level 1 spells had faster casting time than the weapon speed of a bow. Sleep could take out up to 4d4 orcs with one cast. Usually before they got to act.
Also, there are pretty much no meaningful rest limits. 8h here and there don't matter in the slightest so long as one doesn't rest after the every other encounter or something like that.