Moon-Lancer
First Post
if its anything higher then 15d2, then its stronger then the orb spells. the orb spells you still need to hit with. Orb of force is 10d4. even that though can be resisted by def spells in spell compendium.
What if it was no save, but an 8th level spell? That basically rules out all the metamagic funny business. I guess there's metamagic rods, but they're questionable in their own right.Rystil Arden said:I'd say the only saving grace of such a spell is the possibility of opponents with Evasion (which are relatively rare) because otherwise even if everyone makes the save all the time, the spell is sort of stealthily a spell that gives no options to escape it (but for half damage). For instance, let's say I found the 15d2 spell you proposed to be overpowered (average damage 22.5). Let's say you made the new spell do 1d8 per 2 levels up to 10d8 (I picked this number because it rounds nicely). This is secretly the same 15d2 spell from before with a chance of doing double damage on the off-chance the save is failed (unless the opponent has Evasion).
Because of Evasion, the latter would be slightly more acceptable, but I'd still be strongly opposed. Make it Reflex: None and we'll talk![]()
In that case, I'd agree that, while it is still unbalanced to allow completely unstoppable damage in theory, it is in this special case balanced de facto by the low damage, inability to metamagic without super-crazy rods, and the level 20 cut-off for characters (unless you go epic, when all bets are off!). Here's another thought: What if it does 1d4 damage per spell level? You have to Heighten it to make it do more.hong said:What if it was no save, but an 8th level spell? That basically rules out all the metamagic funny business. I guess there's metamagic rods, but they're questionable in their own right.
Anyway, in many cases, a spellcaster can effectively do unstoppable damage by just picking the right spell. If an opponent is immune to fire, use lightning bolt. If an opponent has evasion, use magic missile. If an opponent has spell resistance, use acid fog.
Completely unstoppable damage may encourage lazier play
The problem is that the others scale. Paper doesn't always cover rock if the rock is big enough. Rock can't always crush scissors if the scissors are made of adamantine. That's because the game naturally scales. But no-resistance-allowed always does fine against everything (unless you make the damage incredibly low, as I was thinking with hong). This makes it generally too good for a significant underdog, which is bad for two reasons:FireLance said:To continue the rock-paper-scissors analogy, in the context of D&D, inescapable damage is not an atomic bomb - it's a mirror that reflects whatever your opponent puts out. It doesn't beat anything, but it doesn't lose to anything, either. It's not save for half, or resist the spell or take damage, or be immune, resistant or take full damage. It's an average outcome that's worse than the best result you could get, but better than the worst result you could get, too. Like I said, it might be uninteresting, but I don't see how it's broken.
Rystil Arden said:And that's what makes the game of D&D so fun! Plus there's the possibility of a monster with both, which encourages melee. It's a glorified rock-paper-scissors, and it makes it more interesting.
Right, and if the rock, paper or scissors is big enough, the mirror won't reflect all of it, too.
1) The unreasonable opponent is just going to sit there and let the PCs blast him? Can the PCs even kill him before they run out of spell slots? A 1st-level wizard could deal effectively irresistable damage to a CR 4 brown bear with magic missile, but how long will he live after that?