Originally Posted by mrfuji3
Originally Posted by Archaven
correct me if wrong but cantrip damage are actually lower. currently playing solasta, i have my wizard actually using crossbow. i have same DEX score as INT which makes range attack viable (not to mentioned +2DEX bonus for scalemail).
Cantrips (at low levels) CAN be lower damage, but that's usually offset by a higher chance to hit due to a higher spellcasting stat.
Your wizard probably has a 16 or 18 Int, apparently has a 14 Dex, and is using a light crossbow right? And is presumably level 1-4 so a proficiency bonus of +2.
A Light Crossbow attack will be +4 for 1d8+1 damage.
A Firebolt attack will be at +5 (or +6) for 1d10 damage. Higher chance to hit, with equivalent average damage.
A Ray of Frost will be at +5 (or +6) for 1d8 damage. Higher chance to hit, less damage, but also a slowing effect.
Edit: Saving Throw spells heavily depend on the enemy's Dex vs Wis vs Con ST bonuses.

Of course, at level 5 all cantrips get another damage dice (Firebolt->2d10). Which then happens again at levels 11 and 17. Also something to consider is damage resistance - many creatures resist poison and fire, but many creatures also resist non-magic damage.

Originally Posted by Archaven
i would have like shield having a duration like pathfinder. but now instead the shield block per attack. this is all good if there aren't many monsters around. but if you were to be swarmed, that shield isn't a good idea. also i kinda dislike concentration. most of cleric spells are concentration. after casting bless, you can't cast any other spells. it's so restrictive. also concentration broken if getting hit. man i kinda hate this concentration mechanic really deeply now.
Again, Shield lasts until the start of your next turn. So it actually works better when you're surrounded by enemies, because it blocks more hits per use. But yes, 5e's decisions to heavily nerf spell durations and make so many of them require concentration are...interesting. Many people don't like these aspects, but it does succeed at the goal of preventing spellcasters from utterly dominating and the tedious pre-combat buffing.

I particularly don't like Mirror Image (3 images, lasts 1 minute). Because it only lasts 1 minute, you can't precast it before most fights. But then you have to spend your first turn's action casting it, which doesn't feel worth it due to the low # of images and the relatively short (~4-8 round) combat lengths.

i have both my DEX and INT score as equal. both starting stats as 16. not sure if i made a subpar character. maybe my wizard should have gone naked without any armor and just utilize the mage armor spell? correct me if i'm wrong, higher DEX score helps stealth? as being in stealth is nice as you gain advantage. i'm playing solasta on authentic mode (first playthrough) and new to dnd5e. really loving it so far as game seems to teach me dnd5e rules and the mechanics are well presented. should i have go with 14 DEX and 18 INT instead? you are right what i found is that most enemy seem to have high DEX saves.

didn't really know that cantrips get additional dice at level 5, 11 and 17. however if not mistaken, solasta campaign should just max out around level 10 and 12 for lost valley DLC. apologies for misunderstanding on the shield. so it works exactly as pathfinder (except the duration and it only lasts 1 turn). i actually love pre-combat buffing (maybe i'm used to pathfinder already). i agree it gets tedious but i believe it can be improved via QOL features like spell group casting (group spells together and act as 1 casting). of course this shouldn't be allowed during combat.

the reason i hated the concentration because it's either apple or orange. you can't have both. so i often find myself casting bless. with just this casting, i can't have other essential buffs. this also make CON much more valuable to maintain concentration. due to the shorten duration, on topic about camping and rest, as i previously mentioned this makes that caster would not be able to use their spells as they like (unless cantrips) as replenishing them relies on long rest.

as long rest are being used as a difficulty or challenge mechanism, that's why casters now has to use cantrips or martial weapons. due to this IMO, short rest should also replenish spell slots like maybe half of 1d4 per level divided by 2? if not mistaken short rest has no limits in RAW? correct me if i'm wrong. short rest only last 1 hour. so as it is now it seems the short rest is only useful for recovering hitpoints (which also randomize base on hit dice).

Last edited by Archaven; 28/04/22 06:10 AM.