EB is not a spell any more so it may only scale with warlock levels.The buy in for agonizing blast for EB is cost for multiclass dip.
you need 2 levels and you need one out of two invocations that you get at 2nd level.
EB is not a spell any more so it may only scale with warlock levels.The buy in for agonizing blast for EB is cost for multiclass dip.
you need 2 levels and you need one out of two invocations that you get at 2nd level.
That sounds like a round about description of "debuffs". There were very good reasons why some debuffs were Sr yes & others Sr no. Specifically ones like web & grease were sr no because they impacted the environment without automatically crippling the impacted targets in a save or suck/lose situation even if they put a crimp on movement options. Spells like faerie-fire bane & feeblemind were Sr yes because they were powerful save or suck/lose spells that could with a single die roll nullify even what would now by considered an "elite monster" or once (in 4e?) a "solo monster".I would say any spell than makes your/your allies attacks easier to land or make enemy attacks less likely to land.
Which is true, but not the point I was talking about.At that level, it doesn't matter how many good saves they have because a lot of those guys have 'Autocheat Three Times' as an ability.
Spells have different jobs. Some spells directly impact a foe, e.g. by doing damage, stunning them, and so on. Others are designed more to soften the target up for other spells and/or characters to have an impact on the target.What the heck is a "set up spell"?
Why the effort trying to invent new terms for commonly understood existing jargon that's well understood even beyond ttrpg circles? How is this distinct enough to not just be "debuff" or something? d&d once had a nuanced subsystem for what you seem to be talking aboutSpells have different jobs. Some spells directly impact a foe, e.g. by doing damage, stunning them, and so on. Others are designed more to soften the target up for other spells and/or characters to have an impact on the target.
For example, faerie fire doesn't do much by itself. But it does give others advantage on attacking the target. It's a spell that sets the target up for increased damage from the party damage dealers, hence "setup spell". I think that this kind of spell should be easier to "hit" with than actual damage spells.
Use the Table. You can start with the monster's expected challenge rating and use the Monster Statistics by Challenge Rating table to determine an appropriate save DC for any effect that requires a target to make a saving throw.
Calculate the DCs. Alternatively, you can calculate a monster's save DCs as follows: 8 + the monster's proficiency bonus + the monster's relevant ability modifier. You choose the ability that best applies. For example, if the effect is a poison, the relevant ability is probably the monster's Constitution. If the effect is similar to that of a spell, the relevant ability might be the monster's Intelligence, Wisdom, or Charisma.
Don't worry if the save DCs aren't matching up with the expected challenge rating for the monster. Other factors can affect a monster's challenge rating, as shown in later steps, and you can always adjust the sa - DCs later on.
A small price to pay for flat math... somehow.you don't get better at avoiding threats that are level appropriate you get WORSE>
That's 4e though. It doesn't seem like a strike against it, but it is I guess?Can we return to the 4e NADs instead? That had actual gameplay and worldbuilding benefits, encouraging both simplicity of mechanics and variety of abilities while only changing who rolls for some things.
Spell Resistance (and formerly Magic Resistance) is/was something completely different (cue Monty Python here). Spell resistance was the ability to completely shrug off direct magic, but did not work against magic acting indirectly (it would prevent you from being dominated, but it wouldn't help if I dominate your buddy and make him attack you). It was also a fairly rare ability, mostly used for highly magical creatures like outsiders, dragons, and some aberrations.Why the effort trying to invent new terms for commonly understood existing jargon that's well understood even beyond ttrpg circles? How is this distinct enough to not just be "debuff" or something? d&d once had a nuanced subsystem for what you seem to be talking about
SPELL RESISTANCE

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.