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<blockquote data-quote="DreamChaser" data-source="post: 3871305" data-attributes="member: 1190"><p>uh...how is 14d8 + 14 (for a d8 HD creature with Con of 13 and 14 HD) an exponential increase compared to 8d8 + 8?</p><p></p><p>I'm not sure what you are referring to here.</p><p></p><p>Also, I can't honestly say I've ever seen a convincing argument that spellcasters are underpowered at high (12+) levels. </p><p></p><p>Let's compare.</p><p></p><p>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.</p><p></p><p>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</p><p></p><p>Fireball = 7 x (10d6 [avg 35]) = 245</p><p>Scorch = 7 x (3 x [4d6 {avg 14}] = 42) = 294 (this does not include the chance of critical with each ray)</p><p></p><p>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</p><p></p><p>Fireball = 7 x (10d6 +5 [avg 40]) = 280 (not much of a change...)</p><p>Scorch = 7 x (3 x [4d6+5 {avg 19}] = 57) = 399 (more than 100 points more!)</p><p></p><p>Of CR 12 creatures in the SRD we have the following HP totals:</p><p>85, 91, 114, 147, 200, 290 (mean = 154)</p><p></p><p>Single handedly killing a CR 12 creature:</p><p>-- Fireball (standard) = from up to 880 feet away (154 hp / 35 dam/rnd = 4 rnd (8 on successful saves)</p><p>-- Fireball (upgraded = from up to 880 feet away (154 hp / 40 dam/rnd = 4 rnd (8 on successful saves)</p><p></p><p>Scorching ray (standard) = (154 hp / 42 dam/rnd = 4 rnd (2 on successful critical)</p><p>Scorching ray (upgraded) = (154 hp / 57 dam/rnd = 3 rnd (2 on successful critical)</p><p></p><p>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.</p><p></p><p>Interesting idea though.</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 3871305, member: 1190"] 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 [/QUOTE]
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