Yeah, I don't recall the conversation from 5 years ago. I've moved into 2024 since then. ;-)Yet the Evoker doesn't really do that much more damage than other wizards. That's why I have modified that arcane tradition.
Yeah, I don't recall the conversation from 5 years ago. I've moved into 2024 since then. ;-)Yet the Evoker doesn't really do that much more damage than other wizards. That's why I have modified that arcane tradition.
Reminds me of World of Warcraft's glory decade where they just copied any interesting new MMO's standout aspects, adding the mechanic/concept to their own super popular game and the new MMO would die outyeah,
other games are just source of inspiration for house rules for D&D.
One thing I dislike about 5e is that damage spells don't scale at all. Cantrip scaling exacerbates this problem for me. It means that pretty quickly there's nearly no reason to ever cast a low level damage spell.
So I propose a solution that I don't think will have a large amount of impact on the game. (There's probably a more elegant way to type out the proposal but here it is):
Level 1 and 2 spells that deal damage obtain an extra damage die at 5th, 11th, 17th levels.
That allows pretty much every damage spell to stay better at damage than a cantrip. (level 3+ spells already stay better than cantrips).
Any objections?
We are playing a very different game. Evokers being able to use their AoE spells much more freely absolutely contributes to them doing a lot more damage than other classes.Yet the Evoker doesn't really do that much more damage than other wizards. That's why I have modified that arcane tradition.
is still is not worth the increase cost for damage spells.As an alternative solution, use spell points rather than spell slots. By converting their spell points to say level 5 spell slots, you make good utility of that power (the lower level spell slots), and it scales up nicely, just you won't be able to cast as many spells, though more than sufficient if you are a high level spellcaster.
D&D, especially 5th edition, is highly customizable. I have found out that while the vanilla game is non-challenging and somewhat flat (compared to the previous editions, except 4th that can't be considered D&D), it is easy to fix these issues without that much effort. For the last few years I have been running campaigns (as a DM) using a hybrid of 5th edition and old school D&D (mainly 2nd) with great success. Challenge went way up, variation went way up, fun went way up, customization of characters went way up, in fact the concept was so successful that when the campaigns ended and we started another one with one of the former players as the DM, we kept the homebrewed rules I made.
Two of the variant rules in the DMG we tried at a few levels when 5e first came out and then dropped hard - spell points was one of them. Higher level spells are more efficient per action, and the casters would invariably use more high level slots than they could have with the spell slot system, and then be low for the rest of the adventuring day. So then they are either clamouring for a short adventuring day (which is unfair to the at-will classes that have a steady output) or are bored with few points left and just doing cantrips for like 75% of combats.As an alternative solution, use spell points rather than spell slots. By converting their spell points to say level 5 spell slots, you make good utility of that power (the lower level spell slots), and it scales up nicely, just you won't be able to cast as many spells, though more than sufficient if you are a high level spellcaster.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.