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11 spell levels... really
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<blockquote data-quote="Sadrik" data-source="post: 6050401" data-attributes="member: 14506"><p>Put this way I think you are making more sense. Rather than having 30 actual spell levels you are restating one of the things I mentioned in the first post, about spreading the goods out more to allow for powerful spell effects to come a little later. I think very few people argue that powerful spell effects should not be part of the game. But the level that casters get them could be argued.</p><p></p><p>One of the things that plagued 3e was that the spell effects at high level were taken from earlier editions where saving throws worked different. When your character got high level it made you much more resistant to effects. In 3e the assumption was that spell DCs should scale roughly equally with saves. Of course some builds created insane save DCs and if targeting a bad save, it all but automatic. The flat math of 5e will combat this issue. However, point is, those high level spell effects were designed with the idea that high level monsters and PCs would be able to resist them at a high clip. That assumption has changed with 3e and 4e and now 5e. If characters will not innately save better then in my estimation something else has to change. I think pushing some of the more powerful effects into higher levels is the clear solution. Granting new spell levels every three character levels as expressed in my first post for example, in lieu of every two character levels.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6050401, member: 14506"] Put this way I think you are making more sense. Rather than having 30 actual spell levels you are restating one of the things I mentioned in the first post, about spreading the goods out more to allow for powerful spell effects to come a little later. I think very few people argue that powerful spell effects should not be part of the game. But the level that casters get them could be argued. One of the things that plagued 3e was that the spell effects at high level were taken from earlier editions where saving throws worked different. When your character got high level it made you much more resistant to effects. In 3e the assumption was that spell DCs should scale roughly equally with saves. Of course some builds created insane save DCs and if targeting a bad save, it all but automatic. The flat math of 5e will combat this issue. However, point is, those high level spell effects were designed with the idea that high level monsters and PCs would be able to resist them at a high clip. That assumption has changed with 3e and 4e and now 5e. If characters will not innately save better then in my estimation something else has to change. I think pushing some of the more powerful effects into higher levels is the clear solution. Granting new spell levels every three character levels as expressed in my first post for example, in lieu of every two character levels. [/QUOTE]
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