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5e fireballs
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<blockquote data-quote="Banshee16" data-source="post: 5799348" data-attributes="member: 7883"><p>I'm in favour of restoring some of those restrictions from 1E and 2E...fireballs filling a space, lightning bolts bouncing, having to roll to learn spells (maybe), system shock rolls, and making it a little more difficult for wizards to cast while being damaged.</p><p></p><p>That having been said, I'm *not* in favour of restoring fireballs to being able to do 20d6 damage. I did feel that 10d6 was a good amount, that was only really problematic when you had characters gaining full HD and CON bonuses for their entire careers.</p><p></p><p>As to spell resistance..yes, there were many spell resistant creatures in earlier editions....but those weren't flat percentages. Effective spell resistance vs. a caster went up or down based on a caster's level. I believe spell resistance went up by 5% for every lvl below 11 that a spellcaster was, and it went down by 5% for every level over 11 that they were. 3E used a simplified means of calculating that, by having a pure level based addition to a d20 roll, which was consistent with the mechanism for resolving other actions.</p><p></p><p>As to roles that other party members would have.....as I mention above, I'm not advocating fireball going back to 20d6 maximum. There are higher level spells for that.. I'm just questioning the statement that fireball is for clearing out vermin which is, IMO, more of a 4E idea.</p><p></p><p>I like the idea of combat maneouvers. These were introduced back in 1st Ed. in Dragon Magazine.....I don't remember the issue#, but the article had a picture of a fighter facing off against a marilith demon. I used those maneouvers through 2nd Ed. in my campaigns (I had older 1st Ed Dragon magazines from an older kid on my street who got rid of his stash.....but I only got into the game a few months to a year before 2nd Ed was released).</p><p></p><p>As such, in 5E, I don't want to see spellcasters pigeonholed to a small stack of combat related spells, or see their spells too restricted....but I *do* like the idea of martial classes (barbarian, fighter, rogue, ranger, paladin, assassin) having a series of martial maneouvers which give them a much more flexible/powerful set of options than stock characters of those types had in the first 3 editions of the game.</p><p></p><p>I like the idea of parry rules, ripostes etc. and would love a form of granularity (even if it was some of these options they talk about) that would allow for these things to be included in the game. I never had problems with spellcasters dominating in my games.......but even back in 2nd Ed when I used those combat maneouvers they gave *alot* of flexibility and flair and power to fighters. I think those are worth additions to the game.</p><p></p><p>Does that make any sense?</p><p></p><p>Banshee</p></blockquote><p></p>
[QUOTE="Banshee16, post: 5799348, member: 7883"] I'm in favour of restoring some of those restrictions from 1E and 2E...fireballs filling a space, lightning bolts bouncing, having to roll to learn spells (maybe), system shock rolls, and making it a little more difficult for wizards to cast while being damaged. That having been said, I'm *not* in favour of restoring fireballs to being able to do 20d6 damage. I did feel that 10d6 was a good amount, that was only really problematic when you had characters gaining full HD and CON bonuses for their entire careers. As to spell resistance..yes, there were many spell resistant creatures in earlier editions....but those weren't flat percentages. Effective spell resistance vs. a caster went up or down based on a caster's level. I believe spell resistance went up by 5% for every lvl below 11 that a spellcaster was, and it went down by 5% for every level over 11 that they were. 3E used a simplified means of calculating that, by having a pure level based addition to a d20 roll, which was consistent with the mechanism for resolving other actions. As to roles that other party members would have.....as I mention above, I'm not advocating fireball going back to 20d6 maximum. There are higher level spells for that.. I'm just questioning the statement that fireball is for clearing out vermin which is, IMO, more of a 4E idea. I like the idea of combat maneouvers. These were introduced back in 1st Ed. in Dragon Magazine.....I don't remember the issue#, but the article had a picture of a fighter facing off against a marilith demon. I used those maneouvers through 2nd Ed. in my campaigns (I had older 1st Ed Dragon magazines from an older kid on my street who got rid of his stash.....but I only got into the game a few months to a year before 2nd Ed was released). As such, in 5E, I don't want to see spellcasters pigeonholed to a small stack of combat related spells, or see their spells too restricted....but I *do* like the idea of martial classes (barbarian, fighter, rogue, ranger, paladin, assassin) having a series of martial maneouvers which give them a much more flexible/powerful set of options than stock characters of those types had in the first 3 editions of the game. I like the idea of parry rules, ripostes etc. and would love a form of granularity (even if it was some of these options they talk about) that would allow for these things to be included in the game. I never had problems with spellcasters dominating in my games.......but even back in 2nd Ed when I used those combat maneouvers they gave *alot* of flexibility and flair and power to fighters. I think those are worth additions to the game. Does that make any sense? Banshee [/QUOTE]
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