Tequila Sunrise said:
Unfortunately, their effectiveness does peter out at mid to high level because while hp increase exponentially, direct damage only increases linearly.
uh...how is 14d8 + 14 (for a d8 HD creature with Con of 13 and 14 HD) an exponential increase compared to 8d8 + 8?
I'm not sure what you are referring to here.
Also, I can't honestly say I've ever seen a convincing argument that spellcasters are underpowered at high (12+) levels.
Let's compare.
A 12th level sorcerer could cast 6 fireballs and 6 scorching rays per day (not including bonus spells). I chose these two because they are both fire, both direct damage, but one is an attack and one is area.
Currently, assuming mr. sorcerer has a Cha of 21 (16 start + 3 level + 2 cloak) = 1 bonus spell of 2nd and 3rd levels and +5 bonus
Fireball = 7 x (10d6 [avg 35]) = 245
Scorch = 7 x (3 x [4d6 {avg 14}] = 42) = 294 (this does not include the chance of critical with each ray)
Your suggestion, assuming mr. sorcerer has a Cha of 21 (16 start + 3 level + 2 cloak) = 1 bonus spell of 2nd and 3rd levels and +5 bonus
Fireball = 7 x (10d6 +5 [avg 40]) = 280 (not much of a change...)
Scorch = 7 x (3 x [4d6+5 {avg 19}] = 57) = 399 (more than 100 points more!)
Of CR 12 creatures in the SRD we have the following HP totals:
85, 91, 114, 147, 200, 290 (mean = 154)
Single handedly killing a CR 12 creature:
-- Fireball (standard) = from up to 880 feet away (154 hp / 35 dam/rnd = 4 rnd (8 on successful saves)
-- Fireball (upgraded = from up to 880 feet away (154 hp / 40 dam/rnd = 4 rnd (8 on successful saves)
Scorching ray (standard) = (154 hp / 42 dam/rnd = 4 rnd (2 on successful critical)
Scorching ray (upgraded) = (154 hp / 57 dam/rnd = 3 rnd (2 on successful critical)
I don't see the disconnect in HP to damage and I think that there are some spells that would benefit disproportionately from adding such a bonus.
Interesting idea though.
DC