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#BOOMBIGGEN - 2 action spellcasting
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<blockquote data-quote="Fanaelialae" data-source="post: 7918353" data-attributes="member: 53980"><p>I'd say there are a number of issues here. Note that I haven't read the thread you mentioned, so I'm unfamiliar with any issues that may have been raised there.</p><p></p><p>Firstly, this is a rather large nerf to casters. Not only can they only do half as much in a given combat, but it is back-loaded. If I try to polymorph the fighter because he's low on HP, in two turns he could be unconscious (in which case polymorph won't help him) or dead (in which case it definitely won't help him). Sure, technically you've kept their damage roughly the same, but damage isn't really what casters excel at, IMO.</p><p></p><p>Additionally, you've buffed out of combat healing tremendously for no reason I can discern. If the goal was to eliminate damage cantrips, what does that have to do with healing? There are no healing cantrips. If the healers have to spend twice as long to heal someone, that means they have less opportunities to deal damage, meaning they do less damage. Sure the healing is technically doubled, but since it is spread across double the time it's functionally the same (meaning it won't keep pace with damage). Also, since only the dice is doubled, healing isn't even doubled, since much of the potence of healing spells comes from non-dice, such as the casting modifier or the entirely flat healing of the Heal spell.</p><p></p><p>Finally, this can potentially be gamed for huge benefit sans drawbacks. Know you're getting into a fight? Spend a round charging up your spell before the fighter kicks in the door! It's like getting a bonus caster-only surprise round, since you can lob a supercharged double-fireball (or whatever) on the first round of combat.</p><p></p><p></p><p>It did, however, give me inspiration for a new kind of charged damage cantrip. These cantrips would be cast similarly to how you've outlined above. Two actions, which can be disrupted. The cantrips would deal one die type lower than their non-charged variants. However the second action would triple the dice. On their turn, before spending the second action, the caster could choose to release the spell and deal the base damage. This might be useful if you need damage NOW, or if on your second turn you need your action to cast a different spell.</p><p></p><p>For example, Overclocked Firebolt would function much like Firebolt but would deal only d8 damage. You can cast it with a single action at 1st level to deal 1d8 damage. However, if you spend a second action casting it, it deals 3d8 damage.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7918353, member: 53980"] I'd say there are a number of issues here. Note that I haven't read the thread you mentioned, so I'm unfamiliar with any issues that may have been raised there. Firstly, this is a rather large nerf to casters. Not only can they only do half as much in a given combat, but it is back-loaded. If I try to polymorph the fighter because he's low on HP, in two turns he could be unconscious (in which case polymorph won't help him) or dead (in which case it definitely won't help him). Sure, technically you've kept their damage roughly the same, but damage isn't really what casters excel at, IMO. Additionally, you've buffed out of combat healing tremendously for no reason I can discern. If the goal was to eliminate damage cantrips, what does that have to do with healing? There are no healing cantrips. If the healers have to spend twice as long to heal someone, that means they have less opportunities to deal damage, meaning they do less damage. Sure the healing is technically doubled, but since it is spread across double the time it's functionally the same (meaning it won't keep pace with damage). Also, since only the dice is doubled, healing isn't even doubled, since much of the potence of healing spells comes from non-dice, such as the casting modifier or the entirely flat healing of the Heal spell. Finally, this can potentially be gamed for huge benefit sans drawbacks. Know you're getting into a fight? Spend a round charging up your spell before the fighter kicks in the door! It's like getting a bonus caster-only surprise round, since you can lob a supercharged double-fireball (or whatever) on the first round of combat. It did, however, give me inspiration for a new kind of charged damage cantrip. These cantrips would be cast similarly to how you've outlined above. Two actions, which can be disrupted. The cantrips would deal one die type lower than their non-charged variants. However the second action would triple the dice. On their turn, before spending the second action, the caster could choose to release the spell and deal the base damage. This might be useful if you need damage NOW, or if on your second turn you need your action to cast a different spell. For example, Overclocked Firebolt would function much like Firebolt but would deal only d8 damage. You can cast it with a single action at 1st level to deal 1d8 damage. However, if you spend a second action casting it, it deals 3d8 damage. [/QUOTE]
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