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A Better Spell Damage Guide
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<blockquote data-quote="Blue" data-source="post: 7531245" data-attributes="member: 20564"><p>I <em>have not done the math</em>, this is more top of my head wondering about the numbers than saying they are wrong. Please take the below lightly. more me musing then saying there is a problem.</p><p></p><p>1. The high level spell damages look very high. I would think that part of it is not just resource expenditure, but also action economy. Such that a single action shouldn't be that much of an impact even with a 1/day resource used up.</p><p></p><p>2. Higher level spells often also have larger areas of effect. Is that considered?</p><p></p><p>3. Spells are done at range. Wouldn't 4x Heavy Crossbow be more appropriate. (Crossbow vs. Longbow because the loading property is a bit like the bonus action spell = only cantrips for action.</p><p></p><p>4. Something that would improve the chart above and beyond the source would be a multiplier based on factors. Like 100% for a spell attack, 80% against a good save, 65% against a bad save, etc. (And you could address my point #3 with 90% if ranged, but swapping to a ranged base and then doing 115% if touch might be better so the more common delivery method doesn't require an extra calculation.)</p></blockquote><p></p>
[QUOTE="Blue, post: 7531245, member: 20564"] I [I]have not done the math[/I], this is more top of my head wondering about the numbers than saying they are wrong. Please take the below lightly. more me musing then saying there is a problem. 1. The high level spell damages look very high. I would think that part of it is not just resource expenditure, but also action economy. Such that a single action shouldn't be that much of an impact even with a 1/day resource used up. 2. Higher level spells often also have larger areas of effect. Is that considered? 3. Spells are done at range. Wouldn't 4x Heavy Crossbow be more appropriate. (Crossbow vs. Longbow because the loading property is a bit like the bonus action spell = only cantrips for action. 4. Something that would improve the chart above and beyond the source would be a multiplier based on factors. Like 100% for a spell attack, 80% against a good save, 65% against a bad save, etc. (And you could address my point #3 with 90% if ranged, but swapping to a ranged base and then doing 115% if touch might be better so the more common delivery method doesn't require an extra calculation.) [/QUOTE]
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