This is still based on gut feeling. It's just they're getting the gut feeling out of the way before hand. Those values and what level spells show up at and such are all just gut feelings.
You can't convert charm person into damage, at all. That gives you no concept of 'balance'. The balance would be in what the DC and duration are. Which again, is still all just going to be gut feeling based on personal experience and history.
This is just a method to make long term organization easier when designing the game. Has very little to do with balance imho.
You can't convert charm person into damage, at all. That gives you no concept of 'balance'. The balance would be in what the DC and duration are. Which again, is still all just going to be gut feeling based on personal experience and history.
This is just a method to make long term organization easier when designing the game. Has very little to do with balance imho.