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<blockquote data-quote="ro" data-source="post: 7302871" data-attributes="member: 6890747"><p>Yes, this is the idea, but you make some good points toward needing to refine it.</p><p></p><p></p><p></p><p>You make a good point about getting too much out of a 1st-level slot, and pointing out the proficiency scaling. Let's presume that it is ok to say that a caster gets better even at 1st-level spells later in the game, and keep proficiency. But let's also clarify the Cha cap to make upcasting important. However, doing so eliminates the Spell Damage Modifier, which is more complicated. I prefer a one-time calculation, however. But even with this scaling of a given level's slots, they remain inferior to higher level slots.</p><p></p><p>But should an upcast spell be as good as a native spell? Probably not. Otherwise you would just take one spell at 1st level and be done with it.<p style="margin-left: 20px">When you cast a spell of 1st level or higher, you roll one damage die (dX) per level of the spell. You also gain additional damage dice equal to your proficiency bonus, and you gain dice equal to your Charisma modifier, up to a maximum of half the spell's base level.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Number of Dice = Spell Level + Proficiency Bonus + Charisma modifier (max Base Spell Level/2)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Damage = Number of Dice * dX</p><p></p><p></p><p></p><p>Yes.</p><p></p><p></p><p></p><p>The problem with static bonuses is that they are quickly dwarfed by more/bigger damage dice, making the stat unimportant. You rightly point out that this is a problem with weapon fighters as it stands. In general, weapon fighters get more benefit from extra attack, which includes re-adding the stat bonus, whereas casters roll more dice for a single attack and would add the bonus only once, making it much less relevant. I'll have to think about this more on how to balance it.</p><p></p><p></p><p></p><p>Dropping only a single die size makes the average damage of save-for-half spells much higher than the others. Dropping two die sizes makes them comparable. Half of a d4 is negligible, but when there are many d4s, it makes a difference.</p><p></p><p><strong>Balancing Spell Damage</strong></p><p></p><p>The easiest way to balance spell damage is to roll dice equal to twice the spell's level. This gives a nice, even approach. However, it does not leave room for Cha impact, and it also makes all upcasting equivalent to higher spells, making taking more than one spell pointless.</p><p></p><p>Another way:</p><p></p><p>Spell dice = Spell level + 2*Cha (max base spell level).</p><p></p><p>This takes out proficiency, making it a little bit easier, and it prevents scaling, and Charisma is important.</p></blockquote><p></p>
[QUOTE="ro, post: 7302871, member: 6890747"] Yes, this is the idea, but you make some good points toward needing to refine it. You make a good point about getting too much out of a 1st-level slot, and pointing out the proficiency scaling. Let's presume that it is ok to say that a caster gets better even at 1st-level spells later in the game, and keep proficiency. But let's also clarify the Cha cap to make upcasting important. However, doing so eliminates the Spell Damage Modifier, which is more complicated. I prefer a one-time calculation, however. But even with this scaling of a given level's slots, they remain inferior to higher level slots. But should an upcast spell be as good as a native spell? Probably not. Otherwise you would just take one spell at 1st level and be done with it.[INDENT]When you cast a spell of 1st level or higher, you roll one damage die (dX) per level of the spell. You also gain additional damage dice equal to your proficiency bonus, and you gain dice equal to your Charisma modifier, up to a maximum of half the spell's base level. Number of Dice = Spell Level + Proficiency Bonus + Charisma modifier (max Base Spell Level/2) Damage = Number of Dice * dX[/INDENT] Yes. The problem with static bonuses is that they are quickly dwarfed by more/bigger damage dice, making the stat unimportant. You rightly point out that this is a problem with weapon fighters as it stands. In general, weapon fighters get more benefit from extra attack, which includes re-adding the stat bonus, whereas casters roll more dice for a single attack and would add the bonus only once, making it much less relevant. I'll have to think about this more on how to balance it. Dropping only a single die size makes the average damage of save-for-half spells much higher than the others. Dropping two die sizes makes them comparable. Half of a d4 is negligible, but when there are many d4s, it makes a difference. [B]Balancing Spell Damage[/B] The easiest way to balance spell damage is to roll dice equal to twice the spell's level. This gives a nice, even approach. However, it does not leave room for Cha impact, and it also makes all upcasting equivalent to higher spells, making taking more than one spell pointless. Another way: Spell dice = Spell level + 2*Cha (max base spell level). This takes out proficiency, making it a little bit easier, and it prevents scaling, and Charisma is important. [/QUOTE]
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