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General Tabletop Discussion
*Dungeons & Dragons
Changing Spell Elemental Damage
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6741920" data-attributes="member: 6701872"><p>That depends. If you have a 40% chance of missing the attack, <em>melf's acid arrow</em> and a 2nd level <em>chromatic orb</em> actually have the same average damage, and if you have a higher miss chance <em>melf's acid arrow</em> actually deals more damage on average, which is the benefit of dealing half damage on a miss.</p><p></p><p>As for the question of whether it would be overpowered to just change <em>scorching ray</em> to dealing acid damage, I can't say that it would be too powerful for the game to handle (it probably isn't), but I can say that acid is absolutely a more powerful damage type than fire because it is less common that things have resistance or immunity to acid damage - so if you are wanting to not change the balance of the game at all, you would want to avoid changing fire damage to another type of damage without there being some drawback, such as reducing the damage from 2d6 per ray to 2d4 or 1d10 per ray.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6741920, member: 6701872"] That depends. If you have a 40% chance of missing the attack, [I]melf's acid arrow[/I] and a 2nd level [I]chromatic orb[/I] actually have the same average damage, and if you have a higher miss chance [I]melf's acid arrow[/I] actually deals more damage on average, which is the benefit of dealing half damage on a miss. As for the question of whether it would be overpowered to just change [I]scorching ray[/I] to dealing acid damage, I can't say that it would be too powerful for the game to handle (it probably isn't), but I can say that acid is absolutely a more powerful damage type than fire because it is less common that things have resistance or immunity to acid damage - so if you are wanting to not change the balance of the game at all, you would want to avoid changing fire damage to another type of damage without there being some drawback, such as reducing the damage from 2d6 per ray to 2d4 or 1d10 per ray. [/QUOTE]
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