D&D 5E What Level is the Wizard vs. the Fighter?

What Level Wizard is equal to a Fighter 1, Fighter 10, and Fighter 20?

  • Less than Level 1

  • 1

  • 2

  • 3

  • 4

  • 5

  • 6

  • 7

  • 8

  • 9

  • 10

  • 11

  • 12

  • 13

  • 14

  • 15

  • 16

  • 17

  • 18

  • 19

  • 20

  • Higher than 20


Results are only viewable after voting.

DND_Reborn

The High Aldwin
So, here's the question: You have a Fighter at level 1, level 10, and level 20. What level would you consider the fighter at those levels to be "equal" in power, shenanigans, or such to a wizard?

You have three votes. Please vote once for a Fighter 1, once for Fighter 10, and once for Fighter 20.

For example, you might consider a Fighter 1 equal to a Wizard 1, a Fighter 10 to a Wizard 7, and a Fighter 20 to a Wizard 12; so your votes would be 1, 7, and 12.

Thanks for voting!
 

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I know in past editions, the XP was different based on class. Some classes leveled quicker to make up for having less power. I thought modern design attempted to even that out? I don't think it will ever be totally equal, the game isn't set up with PVP ultimately in mind. Do folks know the intent for 5E design?
 

Less than level 1 to start (not MUCH less, but less, because 3 spells a day is actually a pretty hard limit), roughly level 5 (when stuff like fireball, fly, and even more niche ones like catnap appear; 3rd level spells are potent), and approximately level 13 to finish (7th level and higher spells were off-limits to half-casters in 3e for a reason, they really blow the lid off the power curve, even once a day things like plane shift, simulacrum, and teleport are strictly beyond anything a Fighter 20 can achieve without...y'know...exploiting something a Wizard-equivalent already did/made, like a divine portal or a magic item crafted by a Wizard of barely more than half the Fighter's level).
 


Wizards get quadratic options and shenanigans.

Concentration, spell scaling, and total slots has cut down on wizards' flat out offense and defense power compared to 3e while fighters' full multiple attacks after movement and in a bounded accuracy AC system is a big boost on combat power for them compared to 3e.

Magic continually expands wizards' options though, particularly in not-attacking-hp ways. Fighters only get their skills and either better stats or feats, not generally in the same league as spell options.

The goal from 3e on was always for every class to be equal power in combat at every level, I think 5e does a decent job of it. 4e was better balanced, but 5e is decent.
 

Less than level 1 to start (not MUCH less, but less, because 3 spells a day is actually a pretty hard limit), roughly level 5 (when stuff like fireball, fly, and even more niche ones like catnap appear; 3rd level spells are potent), and approximately level 13 to finish (7th level and higher spells were off-limits to half-casters in 3e for a reason, they really blow the lid off the power curve, even once a day things like plane shift, simulacrum, and teleport are strictly beyond anything a Fighter 20 can achieve without...y'know...exploiting something a Wizard-equivalent already did/made, like a divine portal or a magic item crafted by a Wizard of barely more than half the Fighter's level).
Basically this, though I went with less than 1 (Cantrips! Unlimited long ranged firepower), 6 (fireball!) and 14. As a Lv 14, I could completely shut down the optimized 1/2 giant totem barbarian in our party in one round. He didnt have a chance, even if he hit first.
 

You have a Fighter at level 1, level 10, and level 20. What level would you consider the fighter at those levels to be "equal" in power, shenanigans, or such to a wizard?
Power or shenanigans are hard to define.

So I'll do "or such"

"Or such" seem to be "doing their job." The Fighter's job being fighting. The Wizard's job is battlefield control, and assorted magic effects.

Fighter 1 can fight as well as a Wizard 1 can do assorted arcane magic effects.

Fighter 10 can fight as well as a Wizard 9 can do assorted arcane magic effects. Only because Wizards now have 5th level spells and can devote their 1stand 2nd level slot to pure shenanigans due to their low damage and AOE at these level. The Fighter is still capable of handling CR 5-9 monster without help.

Fighter 20 can fight as well as a Wizard 15 can do assorted arcane magic effects. Only because a Fighter 20 needs a flight magic item and a speed magic item to deal with CR 15+ threats, neither of which are guaranteed. Wherease the Wizard can memorize a whole bunch of "just in case" spells and will likely have a magic wand, staff, or rod mitigating some of their slots and prepared spells.

1, 9, 15
 


So, here's the question: You have a Fighter at level 1, level 10, and level 20. What level would you consider the fighter at those levels to be "equal" in power, shenanigans, or such to a wizard?

You have three votes. Please vote once for a Fighter 1, once for Fighter 10, and once for Fighter 20.

For example, you might consider a Fighter 1 equal to a Wizard 1, a Fighter 10 to a Wizard 7, and a Fighter 20 to a Wizard 12; so your votes would be 1, 7, and 12.

Thanks for voting!
Do you want equal in 'power' or 'shenanigans'?

Because reading your description of shenanigans, they aren't at all power. They are "big changed". And all of the pure casters have their power tied up in limited usage but individually bigger servings. So the power can and should balance out if the DM is doing their job right - providing enough rounds of combat and such to equalize spells+cantrip average to at-will average. But that has nothing to do with your description of shenanigans, which is biases towards the types of class that have limited uses of bigger effects.

So, assuming that power and shenanigans are at best loosely coupled, and can even be inverse of each other in some circumstances, which would you like us to vote for in the poll.
 

Do you want equal in 'power' or 'shenanigans'?

Because reading your description of shenanigans, they aren't at all power. They are "big changed". And all of the pure casters have their power tied up in limited usage but individually bigger servings. So the power can and should balance out if the DM is doing their job right - providing enough rounds of combat and such to equalize spells+cantrip average to at-will average. But that has nothing to do with your description of shenanigans, which is biases towards the types of class that have limited uses of bigger effects.

So, assuming that power and shenanigans are at best loosely coupled, and can even be inverse of each other in some circumstances, which would you like us to vote for in the poll.
Did I even offer a description??? :confused:

Anyway, I mean being able to do something, anything, that can completely turn an encounter or even an adventure around.
 

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