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3.5 Spells - Far Weaker?
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<blockquote data-quote="DungeonMaster" data-source="post: 2735228" data-attributes="member: 27431"><p>It is. It's 2d6 per level if they <em> fail </em> and 5d6 flat if they succeed. To give you a comparison 3.5 Harm does 50-75 <em> minimum </em> damage. At level 15 it does 150 damage. Even at level 20 as a wizard you will do an average 140 damage if they fail. If they save half the time you're doing on average (140 + 17.5)/2 = 78 damage, or basically the mimimum that harm does for a caster 5 levels lower than you. You basically require metamagic rods to make it worthwhile, and by that point it's debatable whether those rods are better spent elsewhere. </p><p> </p><p>6th level: </p><p>disintegrate, medium range, ranged touch attack roll, save. Fixed by 7th level magic (resurrection). Affects almost everything. </p><p>flesh to stone, medium range, no attack roll, save. Fixed by 5th level magic (break enchantment. Living targets only. </p><p>7th level: </p><p>finger of death, close range, no attack roll, save. Fixed by 7th level magic. Living targets only. </p><p>9th level: </p><p>imprisonment, mellee touch attack, no save. Fixed by 9th level magic. Affects almost everything. </p><p>wail of the banshee, no attack roll, multiple targets in an area, save. Fixed by 7th level magic. Living targets only.</p><p></p><p>This is very simple irrefutable game mechanics. There are "better" spells than disintegrate beyond 6th level in 3rd edition. </p><p>It's 100% clear that 3.5 spells were re-designed with a lack of insight. I'll never forget when I asked the guy "did you fix the finger of death / destruction imbalance?" and the reply was "well they're both sorta bad". That was my first clue things were going to pot in 3.5. </p><p></p><p></p><p>The searing light. Clerics should have the higher die for searing light I presume as well? Burn them celestials! </p><p></p><p></p><p>It's <em> effectively </em> d20 per level. The average roll on a d20 is 10. The spell does effectively d20 per level. The only difference is metamagic, but for all other purposes it's <em> way </em> off scale in terms of damage for divine casters. </p><p></p><p></p><p>They can. With twice the radius of any other caster to boot. Ice storm isn't weather. </p><p></p><p></p><p>This is, again, a <em> very very bad way to design spells </em>. I conjure the fireball bead, then make it explode, your immunity to magic plays no part because no magic is being used. </p><p>See the problem?</p></blockquote><p></p>
[QUOTE="DungeonMaster, post: 2735228, member: 27431"] It is. It's 2d6 per level if they [i] fail [/i] and 5d6 flat if they succeed. To give you a comparison 3.5 Harm does 50-75 [i] minimum [/i] damage. At level 15 it does 150 damage. Even at level 20 as a wizard you will do an average 140 damage if they fail. If they save half the time you're doing on average (140 + 17.5)/2 = 78 damage, or basically the mimimum that harm does for a caster 5 levels lower than you. You basically require metamagic rods to make it worthwhile, and by that point it's debatable whether those rods are better spent elsewhere. 6th level: disintegrate, medium range, ranged touch attack roll, save. Fixed by 7th level magic (resurrection). Affects almost everything. flesh to stone, medium range, no attack roll, save. Fixed by 5th level magic (break enchantment. Living targets only. 7th level: finger of death, close range, no attack roll, save. Fixed by 7th level magic. Living targets only. 9th level: imprisonment, mellee touch attack, no save. Fixed by 9th level magic. Affects almost everything. wail of the banshee, no attack roll, multiple targets in an area, save. Fixed by 7th level magic. Living targets only. This is very simple irrefutable game mechanics. There are "better" spells than disintegrate beyond 6th level in 3rd edition. It's 100% clear that 3.5 spells were re-designed with a lack of insight. I'll never forget when I asked the guy "did you fix the finger of death / destruction imbalance?" and the reply was "well they're both sorta bad". That was my first clue things were going to pot in 3.5. The searing light. Clerics should have the higher die for searing light I presume as well? Burn them celestials! It's [i] effectively [/i] d20 per level. The average roll on a d20 is 10. The spell does effectively d20 per level. The only difference is metamagic, but for all other purposes it's [i] way [/i] off scale in terms of damage for divine casters. They can. With twice the radius of any other caster to boot. Ice storm isn't weather. This is, again, a [i] very very bad way to design spells [/i]. I conjure the fireball bead, then make it explode, your immunity to magic plays no part because no magic is being used. See the problem? [/QUOTE]
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