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<blockquote data-quote="The Crimson Binome" data-source="post: 7301837" data-attributes="member: 6775031"><p>I'm still having some trouble with parsing this. If we let the Spell Damage Modifier become a variably Y, and let X refer to the size of the die (from the provided list), then total spell damage for any spell is just equal to (Y + spell level)dX?</p><p></p><p>If I'm following this correctly, your spell damage for burning hands will increase significantly with level, since it scales with both Proficiency and max spell level. At level 11, you're getting 7 dice of damage out of a level 1 spell slot. With so much of the damage coming out of the Y term, there's relatively little benefit to up-ranking, although this does solve the problem where fireball III would deal more damage than burning hands III. I also assume that your max spell level refers to spell slots, rather than spells known, to avoid penalizing multi-class spellcasters.</p><p></p><p>One suggestion is to remove the level-based cap on Charisma contributions, just because it's too complex for this edition. Honestly, I would strongly recommend that you rework the formula so that Charisma adds a static bonus rather than influencing the dice, unless you plan on making similar changes to weapon attacks. As it stands, powerful greatweapon fighters are encouraged to maximize their Dex/Accuracy rather than Strength/Power, because the attack roll is much more important than the damage roll when you're already rolling large damage dice.</p><p></p><p>I would also recommend reducing the die-size penalty for half-damage, since half of a d4 is a trivial amount of damage in any situation. Just take "half damage on a save" to be a special effect, like imposing a condition, so it only decreases the die-size by one step.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7301837, member: 6775031"] I'm still having some trouble with parsing this. If we let the Spell Damage Modifier become a variably Y, and let X refer to the size of the die (from the provided list), then total spell damage for any spell is just equal to (Y + spell level)dX? If I'm following this correctly, your spell damage for burning hands will increase significantly with level, since it scales with both Proficiency and max spell level. At level 11, you're getting 7 dice of damage out of a level 1 spell slot. With so much of the damage coming out of the Y term, there's relatively little benefit to up-ranking, although this does solve the problem where fireball III would deal more damage than burning hands III. I also assume that your max spell level refers to spell slots, rather than spells known, to avoid penalizing multi-class spellcasters. One suggestion is to remove the level-based cap on Charisma contributions, just because it's too complex for this edition. Honestly, I would strongly recommend that you rework the formula so that Charisma adds a static bonus rather than influencing the dice, unless you plan on making similar changes to weapon attacks. As it stands, powerful greatweapon fighters are encouraged to maximize their Dex/Accuracy rather than Strength/Power, because the attack roll is much more important than the damage roll when you're already rolling large damage dice. I would also recommend reducing the die-size penalty for half-damage, since half of a d4 is a trivial amount of damage in any situation. Just take "half damage on a save" to be a special effect, like imposing a condition, so it only decreases the die-size by one step. [/QUOTE]
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