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<blockquote data-quote="ECMO3" data-source="post: 9336045" data-attributes="member: 7030563"><p>Because you have very low damage and only slow him if you hit and not by much, not anything any other character can do at this level and generally do more effectively. You aren't winning any fight with Ray of Frost, even if you do hit, which is not likely. You reduce movement 10 feet this round only, if you hit. Any character has a good chace of doing that just by throwing caltrops on the ground. Honestly you will usually be better off doing something else to assist your allies.</p><p></p><p>Meanwhile someone with a 10 Charisma has a 30% chance of "winning" a medium difficulty Charisma check and a 5% even at a "hard" difficulty check. They are more effective at Charisma checks than your character is at combat.</p><p></p><p>Just face it, the straw man character you built is not GOOD at combat. Can you take actions in combat, sure, but you are not good at it and you are worse comparatively than someone with no bonus or no proficiency is at the social pillar.</p><p></p><p></p><p></p><p>They have both a ranged attack and a confusion effect.</p><p></p><p></p><p></p><p></p><p>I am telling you that character is bad at combat, because it is.</p><p></p><p></p><p></p><p>If I said that, I meant constitution, I will correct it if I can find it.</p><p></p><p></p><p></p><p>Casters are almost always targeted if they can be targeted.</p><p></p><p></p><p></p><p>No technically it isn't. The best possible using standard equipment at level 1 is 19 if they took superior technique fighting style. </p><p></p><p></p><p></p><p>I said the fighter will not be attacked 250% as much as the Wizard. The fighter will presumably be attacked more, a lot more but not two and a half times as much, especially if the Wizard is casting spells.</p><p></p><p>There are basically 4 things that go into deciding who to target:</p><p></p><p>1. Who is the easiest/least dangerous to target (this is probably the fighter)</p><p>2. Who you can hit the easiest (this is the Wizard you built)</p><p>3. Who is casting spells (this is the Wizard if they are casting spells)</p><p>4. Who is easiest to kill by focused fire (also the wizard)</p><p></p><p>Let me put it this way; using an example from play: 4 Orcs are surrounding and attacking the fighter. The Wizard casts Toll the Dead at one of them. All four of them leave to go attack the caster. Actually happened in play.</p><p></p><p>They are going to do the same to you.</p><p></p><p>To be clear, the melee fighter will take more attacks that you will, but not enough to make up for your pathetic AC. There is a reason Shield is widely regarded by many as the most OP spell in the game for its level.</p><p></p><p></p><p></p><p>Absolutely if they can. Also it is only free attack from the fighter and Rogue (not attacks) and only if they have not already used their reaction.</p><p></p><p>This is what makes it so effective to rush past the melee attackers. They only get one reaction (with the exception of Cavaliers I think). In the example I gave above with 4 Orcs there is no reason not to. Why wouldn't you? ESPECIALLY if you think Wizards have it so easy and are so OP.</p><p></p><p></p><p></p><p>Taking an AOO is not suicide. As you noted spell casters have "encounter enders" and letting them cast those at will is suicide.</p><p></p><p></p><p></p><p>The rules do. Making a skill check is an action. IF you are basing your check on what the flower looks like (which might be at disadvantage or impossible) you need to be looking at it.</p><p></p><p>Now if you are having your familiar identify and tell you mentally, that is a different story, but that uses the familiar's intelligence.</p><p></p><p>It is not just looking at the flower though, same if you are looking for a secret door or looking to see if a chest is trapped or trying to find a hidden guard. All those things must use your familiar's senses RAW.</p><p></p><p>More to the point, if you want the Wizard to actually be more balanced, why would you bend the rules to HEAVILY favor them. A Wizard in a homebrew game who can use a homebrew rule to do skill checks using the Wizard's abilities while also using the familiar's senses is MUCH more powerful in the exploration pillar. IF you are upset about them being too powerful why are you bending the rules to make them more powerful?</p><p></p><p></p><p></p><p></p><p>If it is a skill check you make to see if you know the name, you can not do it while using the familiar's senses. Those are the rules.</p><p></p><p></p><p></p><p>If they try to do it in a D&D 5E game I am running I will. </p><p></p><p></p><p></p><p>Goblins have an AC 15.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9336045, member: 7030563"] Because you have very low damage and only slow him if you hit and not by much, not anything any other character can do at this level and generally do more effectively. You aren't winning any fight with Ray of Frost, even if you do hit, which is not likely. You reduce movement 10 feet this round only, if you hit. Any character has a good chace of doing that just by throwing caltrops on the ground. Honestly you will usually be better off doing something else to assist your allies. Meanwhile someone with a 10 Charisma has a 30% chance of "winning" a medium difficulty Charisma check and a 5% even at a "hard" difficulty check. They are more effective at Charisma checks than your character is at combat. Just face it, the straw man character you built is not GOOD at combat. Can you take actions in combat, sure, but you are not good at it and you are worse comparatively than someone with no bonus or no proficiency is at the social pillar. They have both a ranged attack and a confusion effect. I am telling you that character is bad at combat, because it is. If I said that, I meant constitution, I will correct it if I can find it. Casters are almost always targeted if they can be targeted. No technically it isn't. The best possible using standard equipment at level 1 is 19 if they took superior technique fighting style. I said the fighter will not be attacked 250% as much as the Wizard. The fighter will presumably be attacked more, a lot more but not two and a half times as much, especially if the Wizard is casting spells. There are basically 4 things that go into deciding who to target: 1. Who is the easiest/least dangerous to target (this is probably the fighter) 2. Who you can hit the easiest (this is the Wizard you built) 3. Who is casting spells (this is the Wizard if they are casting spells) 4. Who is easiest to kill by focused fire (also the wizard) Let me put it this way; using an example from play: 4 Orcs are surrounding and attacking the fighter. The Wizard casts Toll the Dead at one of them. All four of them leave to go attack the caster. Actually happened in play. They are going to do the same to you. To be clear, the melee fighter will take more attacks that you will, but not enough to make up for your pathetic AC. There is a reason Shield is widely regarded by many as the most OP spell in the game for its level. Absolutely if they can. Also it is only free attack from the fighter and Rogue (not attacks) and only if they have not already used their reaction. This is what makes it so effective to rush past the melee attackers. They only get one reaction (with the exception of Cavaliers I think). In the example I gave above with 4 Orcs there is no reason not to. Why wouldn't you? ESPECIALLY if you think Wizards have it so easy and are so OP. Taking an AOO is not suicide. As you noted spell casters have "encounter enders" and letting them cast those at will is suicide. The rules do. Making a skill check is an action. IF you are basing your check on what the flower looks like (which might be at disadvantage or impossible) you need to be looking at it. Now if you are having your familiar identify and tell you mentally, that is a different story, but that uses the familiar's intelligence. It is not just looking at the flower though, same if you are looking for a secret door or looking to see if a chest is trapped or trying to find a hidden guard. All those things must use your familiar's senses RAW. More to the point, if you want the Wizard to actually be more balanced, why would you bend the rules to HEAVILY favor them. A Wizard in a homebrew game who can use a homebrew rule to do skill checks using the Wizard's abilities while also using the familiar's senses is MUCH more powerful in the exploration pillar. IF you are upset about them being too powerful why are you bending the rules to make them more powerful? If it is a skill check you make to see if you know the name, you can not do it while using the familiar's senses. Those are the rules. If they try to do it in a D&D 5E game I am running I will. Goblins have an AC 15. [/QUOTE]
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