D&D (2024) Spells. What needs adjusted?

FitzTheRuke

Legend
All the Conjure spells, as well as animate object, need to not allow 8+ creatures. That slows the game down way too much. One summon is enough.

And they have been more or less replaced with Summon spells now, so just remove them.

This more has to do with 5e monster design, really. I mean, I haven't understood for years why they don't use the perfectly good Swarm mechanic used in 3e and 4e. It exists in 5e, but it's been marginalized down to a couple of types of vermin.

It was used more effectively in 4e, but even then - the community used it more than the designers. I remember using a gargantuan horde of ogres (single stat-block representing a shedload of ogres) as a high-level threat.

Frankly, a DM should never have to deal with more than 4-6 monster stat-blocks, and a player should never have to deal with more than two. (Their character and something they summon, or a pet). BUT... that doesn't mean that there can't be more creatures involved in the game's story. "Swarm" rules (better called "Hordes" IMO, to avoid them being reserved for vermin).
 

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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I agree with most of these points except about damage. I think spell damage is mostly balanced okay in the sense that it is generally weak against single targets but certain spells are strong against multiple foes. I think it is important that every class has some weaknesses, and spell casters have a lot of flexibility. But their single target DPS should be significantly lower than classes like fighter or rogue who don't have all those options. Otherwise it just becomes the wizard show.
Ideally, in my ideal world, casters would be more about damage-over-time (ex: spike growth) or low-damage + effect (Fireball could deal some thunder and fire damage, knock prone and deafens, frex).

Single target, damage only spells should be mostly inexistent.

Ex:
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 1d6 fire damage, plus 1d6 per proficiency bonus on a failed save, or half as much damage on a successful one, and is knocked prone. On a failed save, the target also takes 1d6 fire damage at the start of each of its turns for 1 minute. A creature can end this damage by using its action to make a Dexterity check against your spell DC to extinguish the flames.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
 

mellored

Legend
Hm. I don't have a problem with damage spells, in fact, given how many hit points monsters can have, I often find they probably could do more. The fact that damage synergizes with what the non-casters are typically doing is a big plus.
Burning hand and shatter could both use an extra damage die, IMO.
Hard control; things that leave enemies unable to do anything at all. These are problematic in every sense of the word. Hindering enemies actions and movements are exactly what I'd expect battlefield control to consist of in a game that wants melee combat to be the primary form of conflict resolution. Hypnotic Pattern making enemies stand around going "derrrh pretty lights" while you kill them one at a time seems a bit much. I prefer things like Web, Slow, or Sleet Storm.
Dazed is now a thing.
Could see hypnotic pattern switching to that.
 

mellored

Legend
Yeet Shield into the stratosphere.
IMO
Shield should reduce damage 5 per spell level.
Add AC and HP to the force spells like Wall of Force and Forcecage, both should be concentration.
Agreed.
More to do with the Saving Throw system, but them targetting six saves is too much when they just don't scale at all. A level 20 character can easily be disabled by even CR 1/2 casters with the right spells.
I kind of feel like everyone should get + 1/2 proficiency in "all other" saves.
 

tetrasodium

Legend
Supporter
Epic
Spells - Archives of Nethys: Starfinder RPG Database This is the Flight spell from the Starfinder RPG. When cast as a 1st level spell, it acts like the spell Feather Fall. At 2nd level, it acts like Levitate. At 3rd level, it acts like Fly.


It's also worth noting some of starfinder's many differences. The two classes listed on fly (witchwarper/technopmancer) get 3rd & 4th level spells at levels 4 & 7 with 4-6 at 10 13 & 16. Both are light armor classes & basic melee weapons+small arms but one adds grenades. A much greater share of character power comes from gear, light armor alone is quite the list

Light Armor​


NameLevelPriceEAC BonusKAC BonusMaximum Dex BonusArmor Check PenaltySpeed AdjustmentUpgrade SlotsBulk
Stationwear, Flight Suit195+0+160L
Shobhad Harness, Recruit1150+0+24-101
EJ Coverall, Utility1230+1+142L
Flight Skin, Nascent1230+0+251L
Second Skin1250+1+251L
Estex Suit, I1410+0+15-121
Kasatha Microcord, I2460+1+33-101
Preserver's Mantle, I2520+1+260L
Zeizerer Diffractor, I2650+2+240L
Freebooter Armor, I2750+2+340L
EJ Coverall, Industrial2900+2+242L
Vesk Brigandine, I2950+2+251L
Hardened Resin31,200+2+35-111
Skitterhide, I31,200+2+350L
Carbon Skin, Graphite31,220+3+44-111
ThermSkin, I31,275+2+340L
Stationwear, Casual31,300+1+260L
Clearweave, I31,350+3+350L
Devwear I31,400+2+261L
Regimental Dress, I31,450+2+351L
Devourer’s Skin, Chewing31,500+2+44-101
Camping Gear I41,850+4+64-10L
Shobhad Harness, Veteran41,850+3+55-111
Lashunta Tempweave, Basic41,950+4+451L
Peacekeeper’s Aegis, I42,000+4+54-111
Acrochor Hide, Basic42,100+5+550L
Autoencoded Veil, I42,100+4+4411
Exochitin, Slicer42,100+3+451L
Grave Mantle, Enlisted42,100+4+540L
Defrex Hide, Basic42,250+5+541L
Troupesuit I52,600+6+45-12L
Stationwear, Business52,600+2+360L
Vesk Brigandine, II52,650+5+552L
Estex Suit, II52,700+4+55-131
Plexigrass Bodysuit, I52,700+3+462L
D-Suit, I52,980+5+651L
Flight Skin, Foray53,350+3+553L
Ursikka Carapace, Synthetic54,000+5+650L
Kasatha Microcord, II63,670+6+84-11L
Stationwear, Elite64,100+4+570L
Ysoki Refractor Suit64,120+7+752L
Zeizerer Diffractor, II64,150+6+661L
Polyplate, Basic64,200+5+742L
Lashunta Mind Mail, I64,250+6+662L
Freebooter Armor, II64,720+6+851L
Dust Manta Hide, Basic65,150+5+750L
ThermSkin, II65,900+6+751L
Estex Suit, III75,500+7+85-141
Preserver's Mantle, II76,400+6+961L
Feyguard, Sprite76,600+7+862L
D-Suit, II76,900+8+952L
AbadarCorp Travel Suit, Silver77,250+6+770L
Aeon Guard, SpecOps Armor77,500+7+85-151
Azlanti Royal Battle Regalia78,000+7+8541
Devourer’s Skin, Gnawing78,000+6+94-111
Peacekeeper’s Aegis, II88,100+9+105-131
Acrochor Hide, Advanced88,250+10+1060L
Lashunta Tempweave, Advanced88,500+9+1063L
Shobhad Harness, Warleader88,600+9+115-121
Vesk Brigandine, III88,800+10+1052L
Defrex Hide, Mature89,000+9+1142L
Kasatha Microcord, III89,000+9+115-121
Autoencoded Veil, II89,500+9+10521
AbadarCorp Travel Suit, Gold912,100+9+1080L
Skitterhide, II912,500+10+1172L
Ursikka Hide, Basic912,500+9+971L
Zeizerer Diffractor, III912,500+11+1172L
Clearweave, II913,150+12+1252L
D-Suit, III913,300+11+1263L
Plexigrass Bodysuit, II913,500+9+1083L
Shiftskin, I913,850+10+117-121
Scrapchain, Giant914,500+10+11501
Flight Skin, Dream915,000+9+1154L
Freebooter Armor, III1016,900+12+1363L
Polyplate, Advanced1017,400+11+1353L
Grave Mantle, Specialist1017,950+13+1542L
Regimental Dress, II1018,600+13+1352L
Carbon Skin, White Carbon1019,650+12+145-131
Void Hide, I1020,000+13+154-111
ThermSkin, III1021,800+12+1453L
Vesk Brigandine, IV1123,500+14+1453L
Kasatha Microcord, IV1123,800+13+155-131
Feyguard, Dryad1124,000+12+1372L
Lashunta Mind Mail, II1124,500+13+1462L
Devourer’s Skin, Gnashing1125,000+12+155-111
Ursikka Carapace, Traditional1141,000+13+1562L
Acrochor Hide, Elite1228,000+15+1570L
AbadarCorp Travel Suit, Platinum1230,750+12+1380L
Defrex Hide, Advanced1233,000+14+1653L
Peacekeeper’s Aegis, III1233,500+14+156-131
Preserver's Mantle, III1235,400+12+1573L
Autoencoded Veil, III1236,500+13+15521
Hardlight Series, Squad1237,500+15+1564L
Dust Manta Hide, Advanced1243,250+15+1660L
D-Suit, IV1345,800+16+1764L
Ursikka Hide, Advanced1346,500+15+1672L
Shobhad Harness, Chieftain1346,900+15+175-131
Zeizerer Diffractor, IV1348,500+15+1583L
Estex Suit, IV1349,250+15+166-161
Scrapchain, Behemoth1349,750+15+17511
Plexigrass Bodysuit, III1351,000+15+1684L
Freebooter Armor, IV1460,600+17+1864L
Polyplate, Elite1465,000+15+1764L
Echelon Fashion, Ready to Wear1471,300+15+1680L
Exochitin, Vivisector1475,500+15+1761L
Shiftskin, II1476,830+16+177-131
Flight Skin, Venture1477,000+14+1765L
Void Hide, II1490,000+16+185-121
Swarmsuit1595,200+18+1964L
Feyguard, Nymph1597,500+17+1883L
Vesk Brigandine, V1599,900+19+2054L
ThermSkin, IV15120,000+17+1874L
Hardlight Series, Elite15123,500+18+1874L
Carbon Skin, Diamond15126,400+17+197-141
Defrex Hide, Elite16142,000+19+2164L
Skitterhide, III16144,000+19+1984L
Shotalashu Armor16149,500+19+2075L
Lashunta Mind Mail, III16166,500+20+2073L
Autoencoded Veil, VI16175,000+19+20631
Ursikka Hide, Elite17240,000+20+2083L
D-Suit, V17244,300+20+2175L
Scrapchain, Titan17256,000+18+20521
Grave Mantle, Officer17256,500+20+2253L
Devourer’s Skin, Masticating17275,000+18+215-111
Echelon Fashion, Bespoke17285,000+18+1980L
Zeizerer Diffractor, V18340,000+20+2094L
Polyplate, Paragon18345,000+19+2175L
Freebooter Armor, V18367,650+20+2185L
Void Hide, III18382,500+20+226-131
Regimental Dress, III18387,000+22+2264L
Flight Skin, Conglomeration18400,000+18+2176L
D-Suit, VI19552,000+21+2286L
Feyguard, Erlking19555,000+20+2194L
Lashunta Mind Mail, IV19556,000+22+2275L
Exochitin, Decapitator19585,000+19+2180L
Carbon Skin, Nanotube20825,000+21+238-161
Autoencoded Veil, V20850,000+22+22741
Shiftskin, III20886,500+22+247-151
Hardlight Series, Specialist20928,000+22+2286L
That's only the light armor, there is also heavy armor powered armor & upgrades for armor. Basic melee, small arms, & Grenades have similarly 1-20 lists. That doesn't even get into advanced melee, Heavy, Long Arms, Solarian, & so on.

One d&d would be greatly improved by taking a page from starfinder here & getting away from having PCs that reject the concept of needing things like regular gear improvements directly looted or through purchase from NPCs with barter/money/services. Cantrips should always have been linked to items rather than innate aotoscaling things granted via chargen. Sure base level cantrip wands & holy symbols might be easily available (or even mundane), but control over supply of the improved versions that come from level should have been in the DM's hands alongside magic weapons & magic armor.
 


Stalker0

Legend
Treantmonk has done a very detailed analysis on winners and losers when it comes to spells.

The number one weakest spell for its level....Mordenkainen's Sword. While other spells have been debated on how weak they are, are they situationally useful, I think its pretty much universally agreed that this spell is 100% garbage. It provides no value that other 7th level or even much lower level spells don't do better.....none.
 

tetrasodium

Legend
Supporter
Epic
This got put together a while ago too
 


James Gasik

We don't talk about Pun-Pun
Supporter
I'd like them to do something with Charm Person. I don't know what a "friendly acquaintance" is supposed to do for the person who charmed him. i.e. A little more guidance for how the spell might be used would be helpful.
This, I wouldn't touch most Enchantment spells with an 11' pole because they are poorly worded and basically come with a tag that says "oh and after the spell wears off, they hire assassins to kill you".
 

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