Explanation so I don’t have to look it up please
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It's a good cantrip now, but it's not True Strike anymore. It doesn't make you more likely to hit or anything, it just changes the ability score for the attack. It also adds radiant damage for some reason
It's basically a mix between Shillelagh and Green Flame Blade. Both good cantrips, and a good combination that's not broken, but not True Strike
I remember the times when a core rule about cantrips was that they cannot deal any damage.
Ah, yes, the good old days when the level 1 wizard became useless after the first two rounds of the day.
Exactly, the single session where wizards are level 1 in an inaugural battle that likely lasts 2-3 rounds
I mean, back in 2nd, they would not be 1st level for only one session.
Yes, OK, two sessions, maybe three since wizards level slower. In AD&D your GM should be awarding for good ideas, role play, encouragement of other players, etc. though, as well as enemies slain. And it's common to be a little generous with XP in those first sessions.
There was a reason wizards carried daggers and slings as well in early levels.
I just get tired of magic users complaining that they need to do equal damage to fighters from the beginning at range and also be able to warp reality in higher levels.
Tbf, problem is most never get to the reality warping stuff
They should not warp reality at high levels or martials should have more power at later levels
I agree. I think both should be completely redesigned from the ground up, but they're not interested in doing that in 6E.
- Wizards should be boosted in early levels and nerfed in later ones, and should be split into multiple classes focused around illusion, commanding undead, AoE damage, control, buff/debuff, etc. (but not all of them simultaneously).
- Fighters should get maneuvers and cleave damage focusing on one or few targets.
- Rogues can continue occupying their niche of single target, high risk / high reward critical damage (but note key phase: high risk). Etc.
Everyone should have a clear specialization with a little overlap. A class should be the best at a thing and adequate at something else.
Great choice for Arcane Tricksters. Near mandatory I'd say.
Dunno. Arcane Tricksters tend to have a higher DEX modifier than INT (and then pick spells that don't care about the spellcasting modifier), so they are better off with Booming Blade (if stealth is already off the table) or Green Flame Blade unless they run into something that is resistant or immune to nonmagical damage at levels 3-4 and don't have magic weapons. Might work well with a maxed INT Arcane Trickster / Bladesinger build though.