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Community
General Tabletop Discussion
*Dungeons & Dragons
A slight tweak to the new UA spell: Chaos Bolt
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<blockquote data-quote="TwoSix" data-source="post: 7082014" data-attributes="member: 205"><p>It's not wildly unbalanced or anything, it's just weird. Damage spells scale (at least all the ones I'm aware of, I haven't checked all of them) so that they do their highest average damage / spell level at their base level, and then the average drops. </p><p></p><p>For example, fireball does 8d6 (28) at 3rd, so 9.33 damage per spell level (not factoring in hit rolls or saves here, which doesn't factor into the upscaling ratio). At 4th, it's 9d6 (31.5), so 8.88 damage per spell level. At 5th, it's 10d6 (35), so 7 damage per spell level. Every damage spell scales in this fashion.</p><p></p><p>Except that this version of chaos belt doesn't. Factoring in hit chance (I used 70%), it starts off doing 6.85 damage/spell level at 1st level, drops down to 5.5 dmg/sl at level 2, then scales <em>up</em> after that. Again, it isn't necessarily bad, but it's different, because adding a damage dice increases the damage of the base spell, the chance of the bounce, and the damage of the bounce. It's kind of like if scorching ray gave you an extra ray AND increased the damage of each ray. </p><p></p><p>Not a big deal, really, but something to keep in mind.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7082014, member: 205"] It's not wildly unbalanced or anything, it's just weird. Damage spells scale (at least all the ones I'm aware of, I haven't checked all of them) so that they do their highest average damage / spell level at their base level, and then the average drops. For example, fireball does 8d6 (28) at 3rd, so 9.33 damage per spell level (not factoring in hit rolls or saves here, which doesn't factor into the upscaling ratio). At 4th, it's 9d6 (31.5), so 8.88 damage per spell level. At 5th, it's 10d6 (35), so 7 damage per spell level. Every damage spell scales in this fashion. Except that this version of chaos belt doesn't. Factoring in hit chance (I used 70%), it starts off doing 6.85 damage/spell level at 1st level, drops down to 5.5 dmg/sl at level 2, then scales [I]up[/I] after that. Again, it isn't necessarily bad, but it's different, because adding a damage dice increases the damage of the base spell, the chance of the bounce, and the damage of the bounce. It's kind of like if scorching ray gave you an extra ray AND increased the damage of each ray. Not a big deal, really, but something to keep in mind. [/QUOTE]
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A slight tweak to the new UA spell: Chaos Bolt
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