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General Tabletop Discussion
*TTRPGs General
Are Spells Balanced by Level?
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<blockquote data-quote="WizarDru" data-source="post: 459234" data-attributes="member: 151"><p>Well, you seem to be mixing three different questions here, IMHO: the first question is something akin to 'which spells should I change to acheive a lower-magic feel to D&D?'; the second is "what formula did WotC use to determine spell levels?" and finally "are these spells actually balanced against each other, and if so, what's so bad about changing their respective levels?"</p><p></p><p>The first question is a tough-one to answer, because I'm not really sure what kind of low-magic feel you're trying to obtain. Simply removing item creation feats and magic item availability, coupled with changing spell progessions will do that, for example.</p><p></p><p>WotC, AFAICT, used a combination of spell-type and levels within the class to determine individual spell level. YMMV as to how successful they actually were in this valuation. Being popular doesn't necessarily mean being unbalanced or overpowered. Magic Missle and Fireball, for example, are popular not just because they scale, but because they are very efficient damage spells in a game that centers around combat. Magic Missle DOESN'T MISS. That counts for a lot, and makes the spell valuable for a long, long time. Fireball damages multiple enemies at range...scaling up makes it even more attractive. The Polymorph spells are ultra-utiliatarian.</p><p></p><p>Within each class, spells are balanced (not always effectively, IMHO) and against each class. Compare Fireball versus, say, Inflict Serious Wounds or Hold Person versus Meld into Stone. Each class has it's specialties, and the overall system reinforces the concepts. Giving some spells at equal levels, and others at higher levels for one class. Does it work? I think it does, but I can see how some folks might not like it. Would it break the game to make Haste or Fireball fourth level? I don't think so...but it would certainly hamper the wizard's effectiveness.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 459234, member: 151"] Well, you seem to be mixing three different questions here, IMHO: the first question is something akin to 'which spells should I change to acheive a lower-magic feel to D&D?'; the second is "what formula did WotC use to determine spell levels?" and finally "are these spells actually balanced against each other, and if so, what's so bad about changing their respective levels?" The first question is a tough-one to answer, because I'm not really sure what kind of low-magic feel you're trying to obtain. Simply removing item creation feats and magic item availability, coupled with changing spell progessions will do that, for example. WotC, AFAICT, used a combination of spell-type and levels within the class to determine individual spell level. YMMV as to how successful they actually were in this valuation. Being popular doesn't necessarily mean being unbalanced or overpowered. Magic Missle and Fireball, for example, are popular not just because they scale, but because they are very efficient damage spells in a game that centers around combat. Magic Missle DOESN'T MISS. That counts for a lot, and makes the spell valuable for a long, long time. Fireball damages multiple enemies at range...scaling up makes it even more attractive. The Polymorph spells are ultra-utiliatarian. Within each class, spells are balanced (not always effectively, IMHO) and against each class. Compare Fireball versus, say, Inflict Serious Wounds or Hold Person versus Meld into Stone. Each class has it's specialties, and the overall system reinforces the concepts. Giving some spells at equal levels, and others at higher levels for one class. Does it work? I think it does, but I can see how some folks might not like it. Would it break the game to make Haste or Fireball fourth level? I don't think so...but it would certainly hamper the wizard's effectiveness. [/QUOTE]
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