Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
[D&D Design Discussion] Preserving the "Sweet Spot"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Victim" data-source="post: 2998709" data-attributes="member: 78"><p>One major reason for 4 ranks at first level is to even out the effect of other mods. If a character has 18 Dex, then the 4 ranks make the skill equal in importance to the stat. Otherwise skill ranks are pretty worthless in comparison to stat mods and such. It's like high level 3.0; who cares how many ranks a character has when +skill items are so cheap. I think making skill ranks less important in the context of other modifiers makes the problem worse.</p><p></p><p></p><p></p><p>The only disconnect is the lack of context in your post.</p><p></p><p>Evaluting Heal by comparing the amount it cures compared with other lower level spells is totally worthless. Put the spells in their proper place. How much a spell heals is irrelevant without considering how much damage enemies do and how many HP people have. There's also opportunity costs: what else can a high level priest do with a 6th level spell and what else can he do with his turn. Basically, healing spells have been losing ground on a character's HP since level 1: the cure progression goes up 1d8 per two levels and +1 per level. Most characters gain way more than 1d4+1 HP per level, and by 11th level many will be gaining Con items to further increase their rate of HP gain. Not to mention that damage has gone up quite a bit as well. In the context of the game, those smoothly scaling Cure X wounds become increasingly ineffective since damage and HP outpace them. Heal needs to have a big jump to catch up. Also, an 11th+ cleric can be doing a number of interesting and powerful things with his spells and time. As the value of his other actions increase, the value of his healing options must increase in order for that choice to remain attractive. If Heal was like 6d8+CL, it would suck unless everything else completely changed as well.</p><p></p><p>The problem with Teleport is that it's context is highly variable. We can look at how tough the monsters are, how many HP people are likely to have, and what other stuff high level clerics can do to see where Heal fits. But Teleport offers strategic movement, and there's no universal way to value that. In Eberron, a 9th level 'port can take a character from Sharn to Wroat instantly. But traveling from say Qbarra to the nearest city big enough to have a train station will take several days of teleporting. And PCs have transport options that are much faster than walking and riding anyway. So 100 mile/level might be required in a game of internation scope. And, in that game, a 1 mile/level would be a cruel joke, like Drawji's Instant Summons. But if your game takes place inside a small region, then Teleport might let your cross multiple countries in single jump. If there's no other fast transit, then it becomes even more important. And if the game is about going into the Dungeon from the Town, then going back to sell and heal, then a Teleport that goes a mile per level might be awesome since you can escape the Dungeon instantly while a 900 mile port might be campaign blowing. Whether or not 900 miles is too much depends heavily on the campaign and setting.</p><p></p><p>Similarly, there's plenty of room of to go after raise dead. Raise is expensive, both in money and since it costs a level. It's slow to cast, and is subject to some restrictions. The high level spells ease up on the restrictions and eventually the level cost. Revivify has some harsh restrictions, but is fast and cheap. And it's generally better not to die in the first, so there's plenty of room to work on preventing death. Is the problem with Raise Dead that it allows the party to recover its combat losses, or that it can <em>ressurect the dead</em> which can have far reaching consequences. The truth is probably some of both. But being able to save people who are say mostly dead is much less a change in scope than being able to pull people from the afterlife.</p><p></p><p>In one sense, there's very little room to go with most spells. It's just a matter of making it easier, affecting more people/things, increasing the cap, or adding side benefits. </p><p></p><p>Broadly competent characters need teams to adventure just as much as specialized ones, IMHO.</p></blockquote><p></p>
[QUOTE="Victim, post: 2998709, member: 78"] One major reason for 4 ranks at first level is to even out the effect of other mods. If a character has 18 Dex, then the 4 ranks make the skill equal in importance to the stat. Otherwise skill ranks are pretty worthless in comparison to stat mods and such. It's like high level 3.0; who cares how many ranks a character has when +skill items are so cheap. I think making skill ranks less important in the context of other modifiers makes the problem worse. The only disconnect is the lack of context in your post. Evaluting Heal by comparing the amount it cures compared with other lower level spells is totally worthless. Put the spells in their proper place. How much a spell heals is irrelevant without considering how much damage enemies do and how many HP people have. There's also opportunity costs: what else can a high level priest do with a 6th level spell and what else can he do with his turn. Basically, healing spells have been losing ground on a character's HP since level 1: the cure progression goes up 1d8 per two levels and +1 per level. Most characters gain way more than 1d4+1 HP per level, and by 11th level many will be gaining Con items to further increase their rate of HP gain. Not to mention that damage has gone up quite a bit as well. In the context of the game, those smoothly scaling Cure X wounds become increasingly ineffective since damage and HP outpace them. Heal needs to have a big jump to catch up. Also, an 11th+ cleric can be doing a number of interesting and powerful things with his spells and time. As the value of his other actions increase, the value of his healing options must increase in order for that choice to remain attractive. If Heal was like 6d8+CL, it would suck unless everything else completely changed as well. The problem with Teleport is that it's context is highly variable. We can look at how tough the monsters are, how many HP people are likely to have, and what other stuff high level clerics can do to see where Heal fits. But Teleport offers strategic movement, and there's no universal way to value that. In Eberron, a 9th level 'port can take a character from Sharn to Wroat instantly. But traveling from say Qbarra to the nearest city big enough to have a train station will take several days of teleporting. And PCs have transport options that are much faster than walking and riding anyway. So 100 mile/level might be required in a game of internation scope. And, in that game, a 1 mile/level would be a cruel joke, like Drawji's Instant Summons. But if your game takes place inside a small region, then Teleport might let your cross multiple countries in single jump. If there's no other fast transit, then it becomes even more important. And if the game is about going into the Dungeon from the Town, then going back to sell and heal, then a Teleport that goes a mile per level might be awesome since you can escape the Dungeon instantly while a 900 mile port might be campaign blowing. Whether or not 900 miles is too much depends heavily on the campaign and setting. Similarly, there's plenty of room of to go after raise dead. Raise is expensive, both in money and since it costs a level. It's slow to cast, and is subject to some restrictions. The high level spells ease up on the restrictions and eventually the level cost. Revivify has some harsh restrictions, but is fast and cheap. And it's generally better not to die in the first, so there's plenty of room to work on preventing death. Is the problem with Raise Dead that it allows the party to recover its combat losses, or that it can [i]ressurect the dead[/i] which can have far reaching consequences. The truth is probably some of both. But being able to save people who are say mostly dead is much less a change in scope than being able to pull people from the afterlife. In one sense, there's very little room to go with most spells. It's just a matter of making it easier, affecting more people/things, increasing the cap, or adding side benefits. Broadly competent characters need teams to adventure just as much as specialized ones, IMHO. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[D&D Design Discussion] Preserving the "Sweet Spot"
Top