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D&D Next Blog - Wizards Like to Roll Dice Too
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<blockquote data-quote="GM Dave" data-source="post: 5816426" data-attributes="member: 6687992"><p>My view on Wizard spells is based on play value at the table.</p><p></p><p>1> A player that gets Fireball as a spell is 'stoked' to use it. They may only get one opportunity to shine that night and they intend Fireball to be that shining moment.</p><p></p><p>2> Okay, so now they roll the damage and it is say, 5d6 (first level in 3e and earlier for fireball). The damage could be 5 or it could be 30; either roll is like a critical fumble or hit. Let us look at what happens if we then impose an additional 'saving throw' on top of that damage roll.</p><p></p><p>2 i> If the player has rolled 5 for damage then if someone then makes or fails a saving throw it is no real difference. The saving throw really is just a 'kick in the teeth' as it take the miserable 5 damage and cuts it to 2. The roll of 5 damage is already a 'fumble' and the saving throw adds nothing to the play of the game but suck up time (especially when you have a large number of targets under the effect).</p><p></p><p>2 ii> If the player has rolled 30 for damage then a saving throw is like rolling to confirm a critical. You got a lucky roll of five 6s and now you are going to have it taken away because most saving throws or defenses are built for 'maximized' characters having a 50% chance of success. The lucky roll of dice turning up five 6s will now be reduced on a flip of a coin. This again becomes another 'kick in the teeth'.</p><p></p><p>3> If Fireball is going to be the big moment to shine for the wizard then let them shine. The rolling of the damage is enough of a hoop to leap through without having to leap a second hoop that only is going to take away from the main event which is the rolling of the damage dice.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5816426, member: 6687992"] My view on Wizard spells is based on play value at the table. 1> A player that gets Fireball as a spell is 'stoked' to use it. They may only get one opportunity to shine that night and they intend Fireball to be that shining moment. 2> Okay, so now they roll the damage and it is say, 5d6 (first level in 3e and earlier for fireball). The damage could be 5 or it could be 30; either roll is like a critical fumble or hit. Let us look at what happens if we then impose an additional 'saving throw' on top of that damage roll. 2 i> If the player has rolled 5 for damage then if someone then makes or fails a saving throw it is no real difference. The saving throw really is just a 'kick in the teeth' as it take the miserable 5 damage and cuts it to 2. The roll of 5 damage is already a 'fumble' and the saving throw adds nothing to the play of the game but suck up time (especially when you have a large number of targets under the effect). 2 ii> If the player has rolled 30 for damage then a saving throw is like rolling to confirm a critical. You got a lucky roll of five 6s and now you are going to have it taken away because most saving throws or defenses are built for 'maximized' characters having a 50% chance of success. The lucky roll of dice turning up five 6s will now be reduced on a flip of a coin. This again becomes another 'kick in the teeth'. 3> If Fireball is going to be the big moment to shine for the wizard then let them shine. The rolling of the damage is enough of a hoop to leap through without having to leap a second hoop that only is going to take away from the main event which is the rolling of the damage dice. [/QUOTE]
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