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Adventurer
Are the new spells too powerful for low-level characters? After picking up the starter set yesterday, several of the players in my group are currently discussing this question. I have not yet decided on where I fall on this issue.
Examples in the argument:
Burning Hands: 1st level spell does 3d6 starting damage before scaling
Guiding Bolt: 1st level spell does 4d6 starting damage before scaling
Inflict Wounds: 1st level spell does 3d10 starting damage before scaling
Magic Missile: 1st level spell does 1d4 +1 per missile but still automatically hits and starts with three missiles before scaling
Fireball: 3rd level spell does 8d6 starting damage before scaling
Lightning Bolt: 3rd level spell does 8d6 starting damage before scaling
Examples in the argument:
Burning Hands: 1st level spell does 3d6 starting damage before scaling
Guiding Bolt: 1st level spell does 4d6 starting damage before scaling
Inflict Wounds: 1st level spell does 3d10 starting damage before scaling
Magic Missile: 1st level spell does 1d4 +1 per missile but still automatically hits and starts with three missiles before scaling
Fireball: 3rd level spell does 8d6 starting damage before scaling
Lightning Bolt: 3rd level spell does 8d6 starting damage before scaling