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2020-10-11, 08:51 AM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
Invisibility disables any number of barbarians, no matter their level or build. Just saying.
And that's without putting in the effort to give you a strategy were you actually fight them.
In Melee, I'd love to see 3 Barbarians try to Down a Paladin with Heroism for example. Or a Hexblade with Armor of Agathys and Hellish Rebuke.
Spells always trump mundane options, as long as you put the effort to strategise around them. A mundane has limited options which revolve around combat, and no matter your build, it will always result in "you have x ways to deal damage, and limited to no control or movement options".
Optimising or not the mundane, in any of the examples is irrelevant to the result. When I say Average, I mean "not an oddly specific build made exactly in order to counter X strategy". Which, again, is irrelevant, as the Caster has the luxury of not being a one-trick ponny, wile the Mundane does not.
Again, I never mentioned PVP. I'm not puting words in your mouth, so stop trying to do that to me. It's rude and insulting.
Unless you have no idea that NPC encounters can include 3 Barbarians?
Oh, and by the way, I made it an extra point to prove you wrong by just mentioning 1st and 2nd level spells. You know, for extra credit against the whole "Use all their highest resourses" supposed point. Which, btw, shows your own Bias against Casters (of the reverce of which you accuse me consistantly, without proving your point in the slightest).Last edited by Asmotherion; 2020-10-11 at 08:58 AM.
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2020-10-11, 09:09 AM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
sounds like you are playing with some supped up version of invisibility - that can't efficiently be kept up all day anywyas.
And that's without putting in the effort to give you a strategy were you actually fight them.
In Melee, I'd love to see 3 Barbarians try to Down a Paladin with Heroism for example. Or a Hexblade with Armor of Agathys and Hellish Rebuke.
Also, why wouldn't said Barbarians, knock the hex blade to the ground, grapple him, and then take away his weapon/implement/component pouch. At that point they can just suffocate him by putting a bag over his head.
Spells always trump mundane options, as long as you put the effort to strategise around them. A mundane has limited options which revolve around combat, and no matter your build, it will always result in "you have x ways to deal damage, and limited to no control or movement options".
Optimising or not the mundane, in any of the examples is irrelevant to the result. When I say Average, I mean "not an oddly specific build made exactly in order to counter X strategy". Which, again, is irrelevant, as the Caster has the luxury of not being a one-trick ponny, wile the Mundane does not.
Again, I never mentioned PVP. I'm not puting words in your mouth, so stop trying to do that to me. It's rude and insulting.
Unless you have no idea that NPC encounters can include 3 Barbarians?Last edited by Frogreaver; 2020-10-11 at 09:10 AM.
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2020-10-11, 09:48 AM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
I've said I wouldn't reply in this thread anymore, but heck.
Invisibility disables no one. All Invisibility does is give the invisible one advantage on one attack (with the invisibility being dispelled if they start attacking or casting spells), give disadvantage to their opponents' attacks, making the invisible one a non-valid target for some abilities (most of them spells), and let the invisible one attempt the Hide action wherever. Any group of characters with PC classes is more than capable of handling a singular, lower opponent who uses Invisibility (or even Greater Invisibility, for that matter), no matter which classes. In fact they can also handle a singular, higher-level opponent who uses Invisibility.
So you're not only contradicting yourself on the whole "will try to read a spell in a less than favorable way, and are generally inclined to 'not favor the caster'" thing, you're showing plainly to all that you are, indeed, blatantly biased toward casters.
Also just saying, but anyone calling non-magic-using classes the "mundane" show how much disrespect they have for those classes. NO D&D adventurer is mundane.Last edited by Unoriginal; 2020-10-11 at 09:54 AM.
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2020-10-11, 10:28 AM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
This whole conversation, while it is interesting, seems so pre 5e.
Consider the five martial arts classes: Barbarian, Fighter, Monk, Paladin and Ranger.
Two of them are explicit spell casters at the class level. Monk ki is explicitly magical and half of the Monk subclasses explicitly cast spells. Fighter has both a spell casting subclass and a non-casting magical subclass. Only Barbarian doesn't have a spell casting subclass and Barbarian has magical subclasses.
Consider the six full casters: Bard, Cleric, Druid, Sorcerer, Warlock and Wizard.
Four of six (Bard, Cleric, Warlock and Wizard) have martial arts subclasses. And these subclasses are often the most talked about in optimization discussions.
What is the real relevance of a martial vs spell caster conversation in a version of the game where almost every class has both martial arts and spell casting options and where non-spell casting, non-magical characters are actually a very small part of the character selection space?
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2020-10-11, 10:47 AM (ISO 8601)
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2020-10-11, 11:10 AM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
I agree that's a meaningful division in the 5e context, but it's not the discussion in this thread. Martials (in this thread) do not cast spells and do not have any form of magic other than items. For example, at some point flying came up. There are members of both groups that can fly. But in the thread discussion it was clear that no 'non full caster that primarily relies on attacks during combat.' who could fly was relevant to the conversation. So it becomes a tautology. Situations that require a spell obviously can't be handled by characters that don't cast spells. Moreover, it's not a discussion of classes at all, but a discussion of subclasses, and so irrelevant to the meaningful division of classes you have presented.
I don't find a discussion of that small group of subclasses particularly informative (though it is at least interesting).
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2020-10-11, 11:14 AM (ISO 8601)
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2020-10-11, 11:20 AM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
Oh really. So, if a caster makes himself invisible and the opponent has no clue which square they occupy, they can't get far enough away from them in a 1 hour duration? Cool story.
Or am I interpreating what a 1 hour Invisibility does completelly wrong, according to you?
Again, as I said in previous posts, Win is not the same as Kill. If all you need to win is bypass a potential obstacle, you still Win the encounter.
Which is also why I use the term Mundane (aka NON-Magical) instead of Martial; A Martial Character can be anything from non-caster to full caster and everything in between.
Finally, if you think I am biased, see the title (and thus premise) of the tread. I'm simply debunking the illogical premice. Maybe, with a slightly exagerative tone (though, I stand by my statement; I'd rather face 5 (NPC since apparently I need to emphasise this, so my words are not taken out of context) Barbarians as a Caster than a Single (Again, NPC) Caster as a Barbarian.
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2020-10-11, 11:24 AM (ISO 8601)
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2020-10-11, 11:28 AM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
Invisibility doesn't make you hidden and undectable. They will know what square you are in unless you hide. Since there are 5 of them they will have a pretty good chance of at least 1 being able to locate what square you are in even if you are hidden.
Which is also why I use the term Mundane (aka NON-Magical) instead of Martial; A Martial Character can be anything from non-caster to full caster and everything in between.
Finally, if you think I am biased, see the title (and thus premise) of the tread. I'm simply debunking the illogical premice. Maybe, with a slightly exagerative tone (though, I stand by my statement; I'd rather face 5 (NPC since apparently I need to emphasise this, so my words are not taken out of context) Barbarians as a Caster than a Single (Again, NPC) Caster as a Barbarian.
And with reckless attack it won't even be at disadvantage!Last edited by Frogreaver; 2020-10-11 at 11:29 AM.
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2020-10-11, 11:39 AM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
How does the opponent "ha[ve] no clue which square [the invisibile caster] occup[ies]"? Did they cast the spell before their opponent was within hearing range and then stayed out of hearing range the whole time?
And making a caster flee and avoid the confrontation isn't bypassing a potential obstacle?
Yes, the OP of this thread was just as biased and incorrect as you are.
You've debunked nothing, though. You stated similarly illogical arguments that opposes the OP's own.
Do you wish to try that encounter?
I'm sure there are people here willing to DM that. I would be, for starter.Last edited by Unoriginal; 2020-10-11 at 11:40 AM.
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2020-10-11, 12:00 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
The Barbarian would have advantage whilst raging and could also potentially have expertise, so debatable the Giant Ape being flat better. Rogues and Paladins are far from just damage, I even gave examples of the Paladin. Maneuvers are far from "discount spells," you know, since they're not magical in any way and can be applied on hits like a Smite can, that statement is just showing your bias. You're an advocate of full casters, yet you are putting resource intensive down as a negative for stunning strike? You know that the spells most people mention in this argument cost slots right?
Shoving something in a wall of force with an effect can kill 80% of the monster manual? Seeing as this tactic is resource heavy, requires things to go your way and doesn't come online until level 9+ I'm not particularly surprised, though do you really think that is a tactic you could reliably do in a campaign?
We are in a thread talking about player classes, you started talking about PC class vs PC class, PvP is a reasonable assumption since NPCs usually aren't made with player levels (though I did mention that possibility earlier), are you really surprised people concluded it was pvp? And if the NPCs are made with player levels... is there any meaningful difference?
On Sleep, see you're thinking about this like it is PvP even if you don't mean to. Sleep needs you to roll high enough, you won't be taking down 3 Barbarians with it (assuming only a +2 Con, avg 1st level Barbarian is 14hp, average roll on Sleep is 22.5) and then you haven't killed or meaningfully disabled them, any amount of damage or getting shook will wake them up.
Win doesn't have to mean kill, but you do need to meaningfully disable them if you aren't going to reach an amicable victory, so Hypnotic Pattern isn't going to do you any favour when the enemy come charging after you a minute later. I think you'd be hard pressed to actually provide many spells that provide the win conditions you're talking about.
You could certainly use Levitation in a scenario, provided there was only a single monster and they failed there save and didn't have ranged attacks. Doesn't that seem like a lot of conditions?
You may be referring to Greater Invisibility here, which is a 4th level spell and still doesn't do what you claim. Being invisible does nothing for you in terms of disabling anyone, funnily enough it's actually more a hindrance to enemy casters since many spells require you to see the target.
You're clearly using a different definition to most of us here, a Paladin is a martial character. This topic usually refers to fullcasters (Bard, Cleric, Druid, Sorcerer, Wizard and usually Warlock) vs everyone else (including Paladins, Rangers and I'd say Artificers too).
I think you should reevaluate your position with Paladins etc. falling on the martial side of things before you continue.
The way you talk about 1st and 2nd level spells not being the highest resources also just shows that you're likely talking about casters 5+. The examples you gave have already fallen flat, you haven't proven anyone wrong thus far.
Just wanted to mention that Totem Barbarians get a couple of ritual spells.For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge
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2020-10-11, 12:02 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
To be honest, while Asmotherion's statement does feel like an overstatement, a wizard can use Wall Of Force to make an almost completely sealed off area of 10x20 or a completely sealed off sphere of 10x10 and drop MFHs in it to kill the enemies inside or at least severely weaken them. If they don't teleport. And if they can't burrow for the 10x20 case.
Force Cage would work better but it's also higher leveled.
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2020-10-11, 12:05 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
Just for the record, if a creature turns invisible, it still needs to use a Hide action to make other creatures lose track of its location (at least to enough degree that they can't attack it at disadvantage).
A goblin could theoretically hide as a bonus action given the obscurement necessary, no invisibility needed. This would be more effective than a wizard with dumped dex and no training in Stealth trying to use invisibility to sneak away.
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2020-10-11, 12:15 PM (ISO 8601)
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2020-10-11, 12:22 PM (ISO 8601)
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2020-10-11, 12:25 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
Why does it need AS? One can just cast in two different rounds.
And yeah, it has a limit but it can still kill a good amount of them or at least weaken them enough to mop'em up afterwards. It depends on the specific scenario- that's why I said Asmotherion's statement was an exaggeration.
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2020-10-11, 12:32 PM (ISO 8601)
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2020-10-11, 12:59 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
Only Forcecage shaped like a box stops spells from being cast- that said, I don't allow spells like, for example, Scorching Ray from hitting inside for obvious reasons.
If you don't let spells be cast inside Wall Of Force at all you are either nerfing or boosting the spell depending on the situation.
Wall Of Force shaped like a sphere (or an emisphere, I'm thinking only about the ground atm) has a radius of 10 feet, so it can hold something like twelve Medium creatures (ignoring potential fliers), while if you use the ten panel version you can close a 10x20 rectangle, containing eight creatures (ignoring potential fliers) with a closed ceiling but an open ground (which is why I said no burrowing).
Obviously this assume the enemies are close enough together- that is true for all AoEs. I did say it's possible depending on the situation.
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2020-10-11, 01:21 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
... really...? Everybody is busy reading spells in the least favourable way, not to favor the caster?? I really must have not been paying attention, or am stuck in some alternative realty.
In the past on this forum, mostly past weeks, I've seen people argue on how they would hit 5 creaturers with their 5x5 cantrip, how a wizard should have more money than other classes cause "they can use spells to make more money", see people pretent invisibility makes them undetectable and being a win button, seen people argue the power of the lvl 1 caster because they have max. 3 sleeps for 6-8 encounters, seen people argue that rules on material and somatic components should be handwaived, assuming that 'charm' is some kind of social "I win" button instead of a liability with the possible of fierce repercussions, seen familiars counted as automatic advantage buttons, seen people get really annoyed when somebody brings up the fact that in a world with a lot of magic people might, you know, actually have defenses against said magic...
but everybody is "favoring the 'mundanes'"?! Blimey.
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2020-10-11, 03:52 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
I've always wondered, unless you put a lid on wall of force, how do you keep medium sized or larger enemies from just climbing out?
Last edited by Frogreaver; 2020-10-11 at 03:52 PM.
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2020-10-11, 03:53 PM (ISO 8601)
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2020-10-11, 03:59 PM (ISO 8601)
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2020-10-11, 04:10 PM (ISO 8601)
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2020-10-11, 04:28 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
Yeah my 10x20 thing was because I was considering putting a lid on it. You could also make a 10x10 version with tall walls but at that point you can make the sphere/emisphere version.
In a room where you don't need to box or with low enough ceilings it's less of an issue.
Obviously the sphere/emisphere version has no such problem, though it's not shapeable.
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2020-10-11, 04:55 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
To be fair, he said DMs, not everyone. Which I kind of agree with. Some very simple examples are, how many DMs will allow magic missile shenanigans, or won't try to control summoning spells? The job of optimizers is to read the abilities in the most favorable way while the job of the DM is to do the opposite so he can create meaningful encounters without some player ****ting all over his attempts.
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2020-10-11, 05:18 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
Interesting. I never really thought about it, but you're actually unable to capture any creature larger than medium in a hemispherical wall of force.
Since a large creature's space is a 10×10ft square on a grid but a 10ft radius sphere cuts through it, using Wall of Force on anything as basic as a Troll or Hill Giant is doomed to fail
Edit: this is wrong, but the principal is right. Yes, a 10ft radius hemisphere is large enough horizontally to fit a 10ft square. That part is wrong. However, the height of the creature's space is also 10ft high, making a 1000ft^3 cube. However, a hemisphere has a single point where it goes 10ft high, the rest slopes downward. Basically, the hemisphere cuts through the cube just barely at their point, making it impossible to completely trap a large creature in a 10ft radius hemisphere.Last edited by Asisreo1; 2020-10-11 at 05:24 PM.
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2020-10-11, 05:18 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
The bold is why I dislike optimizers. At least the ones that think that way.
The job of everyone is to read the abilities in the way that promotes the fun of the table as a whole and avoids arguments. If the DM is gunning to nerf abilities or the players are trying to break things, they're doing it wrong. I strongly dislike loophole hunting and literalistic readings in an attempt to "prove" something with the rules. Because that's just outsourcing your contention and hiding behind rules to be obnoxious.Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
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2020-10-11, 05:27 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
Trying to "read the abilities in the most favorable way" isn't an optimizer tactic, it's a rule lawyer tactic.
Also that doesn't mean that the DM is favoring non-magic characters.
And third a DM doesn't have to "do the opposite", they can just say "no" when the player is blatantly trying to read the abilities "the most favorable way" rather than having an ounce of intellectual honesty.
Also this.Last edited by Unoriginal; 2020-10-11 at 05:29 PM.
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2020-10-11, 05:44 PM (ISO 8601)
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Re: Why Spellcasters suck vs melee characters
An hill giant is Huge, says internet (not at the books right now).
A Large square's diagonal is... 14 something. Homewever you can place the sphere or emisphere so that the center is the same as the square, so you'd have half diagonal (7 something) fit into the radius (10 feet). Looks like Large creatures fit, depending on the height of the creature.
Or just use the ten panel version.
No Huge. Best I can come up with makes it bothersome for the Huge creature to get out, but no way to seal it (using the ten panel version).Last edited by Valmark; 2020-10-11 at 05:46 PM.