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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="maggot" data-source="post: 3000218" data-attributes="member: 1005"><p>Sorry I got cut off yesterday, I was typing a post and had to go, so I just hit send.</p><p></p><p></p><p></p><p>I disagree. I think the fact that at 10th level you are healing for 4d8+10 and at 11th level you are healing for 110 is a big, unnecessary jump. You can look at it either at the 10th level number is too low, or the 11th level number is too high. To avoid the low-magic/high-magic argument, lets say that 11th level number is appropriate. If 110hp/spell healing is correct for 11th level, why are you healing for 1/4 that one level earlier. Are the CR11 monsters dishing out 4x damage over the CR10 monsters? Unlikely.</p><p></p><p></p><p></p><p>I think there ought to be room in the 9-level spell system (10 levels if you count cantrips) for a spell that allows teleport over a range of 1mile/level. This spell is clearly better than dimension door so it cannot be 4th level, and it is clearly worse than Tecplot, so it cannot be 5th level.</p><p></p><p>Also the game takes a tremendous jump: at 8th level you can only walk and ride and maybe fly for a bit. It will take days to travel 900miles. Next level, you can go 900miles in an action. I think that is too much of a jump. Perhaps at 9th level you can go 9miles in an action, and at 11th level you can go 110miles with a 6th level 10miles/level spell, and at 13th level you can go 1300miles with a 7th level 100miles/level spell. That would remove a lot of the disconnect.</p><p></p><p></p><p></p><p>Much of the room after raise dead is created by the game itself. You cannot be raised from the dead if you are killed by a death effect, you must use resurrection instead. An arbitrary rule to make the 7th level spell more effective. And then destruction (a death spell) has an added clause requiring the 9th level spell to undo it. Why?</p></blockquote><p></p>
[QUOTE="maggot, post: 3000218, member: 1005"] Sorry I got cut off yesterday, I was typing a post and had to go, so I just hit send. I disagree. I think the fact that at 10th level you are healing for 4d8+10 and at 11th level you are healing for 110 is a big, unnecessary jump. You can look at it either at the 10th level number is too low, or the 11th level number is too high. To avoid the low-magic/high-magic argument, lets say that 11th level number is appropriate. If 110hp/spell healing is correct for 11th level, why are you healing for 1/4 that one level earlier. Are the CR11 monsters dishing out 4x damage over the CR10 monsters? Unlikely. I think there ought to be room in the 9-level spell system (10 levels if you count cantrips) for a spell that allows teleport over a range of 1mile/level. This spell is clearly better than dimension door so it cannot be 4th level, and it is clearly worse than Tecplot, so it cannot be 5th level. Also the game takes a tremendous jump: at 8th level you can only walk and ride and maybe fly for a bit. It will take days to travel 900miles. Next level, you can go 900miles in an action. I think that is too much of a jump. Perhaps at 9th level you can go 9miles in an action, and at 11th level you can go 110miles with a 6th level 10miles/level spell, and at 13th level you can go 1300miles with a 7th level 100miles/level spell. That would remove a lot of the disconnect. Much of the room after raise dead is created by the game itself. You cannot be raised from the dead if you are killed by a death effect, you must use resurrection instead. An arbitrary rule to make the 7th level spell more effective. And then destruction (a death spell) has an added clause requiring the 9th level spell to undo it. Why? [/QUOTE]
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