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Damage Spell Scaling
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<blockquote data-quote="Shiroiken" data-source="post: 7831198" data-attributes="member: 6775477"><p>Currently, most casters transition from low level damage spells to low level utility spells as they gain more levels. Some consider this a feature, not a bug, but YMMV.</p><p></p><p>The real issue IMO, is the combination that damage cantrips scale, while casters stop gaining lower level spell slots. If cantrips did not scale, but casters had more spells slots to use instead, then casters would have to choose between doing extra damage by casting a lower level spell, or holding it for utility and casting a cantrip for less damage. </p><p></p><p>The only argument against this is the increase in utility spells for non-combat adventuring, and that non-damaging combat spells (charm, hold, etc.) remain viable at any level. I don't personally see a problem with increasing low level utility spells, mostly because Ritual Casting exists for many of them anyway. As for non-damage combat spells (excluding Color Spray and Sleep, which I include with damage spells, since they are dice based), they still require the use of an action which may not result in any benefit if the target saves. Most players are going to the better higher level spells (or upcast these spells for more targets) anyway.</p><p></p><p>A simple solution, but not quite right IMO. Level 5 is too early IMO, even though that's when cantrips get their first boost. While 1st level spells start to fall off a little at level 5, 2nd level spells are still go-to options. Additionally, spells that deal damage over time can be abused by this, such as flaming sphere or moonbeam, since they'd add the damage every round. I think a more detailed option is necessary instead.</p><p></p><p>Lv 5: spells cast at level 1 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 1 additional die during the duration of the spell.</p><p></p><p>Lv 7: spells cast at level 2 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 1 additional die during the duration of the spell.</p><p></p><p>Lv 9: spells cast at level 1 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 2 additional die during the duration of the spell.</p><p></p><p>Lv 11: spells cast at level 2 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 2 additional die during the duration of the spell.</p><p></p><p>Lv 13: spells cast at level 1 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 3 additional die during the duration of the spell.</p><p></p><p>Lv 15: spells cast at level 2 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 3 additional die during the duration of the spell.</p><p></p><p>Lv 17: spells cast at level 1 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 4 additional die during the duration of the spell.</p><p></p><p>Lv 19: spells cast at level 2 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 4 additional die during the duration of the spell.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7831198, member: 6775477"] Currently, most casters transition from low level damage spells to low level utility spells as they gain more levels. Some consider this a feature, not a bug, but YMMV. The real issue IMO, is the combination that damage cantrips scale, while casters stop gaining lower level spell slots. If cantrips did not scale, but casters had more spells slots to use instead, then casters would have to choose between doing extra damage by casting a lower level spell, or holding it for utility and casting a cantrip for less damage. The only argument against this is the increase in utility spells for non-combat adventuring, and that non-damaging combat spells (charm, hold, etc.) remain viable at any level. I don't personally see a problem with increasing low level utility spells, mostly because Ritual Casting exists for many of them anyway. As for non-damage combat spells (excluding Color Spray and Sleep, which I include with damage spells, since they are dice based), they still require the use of an action which may not result in any benefit if the target saves. Most players are going to the better higher level spells (or upcast these spells for more targets) anyway. A simple solution, but not quite right IMO. Level 5 is too early IMO, even though that's when cantrips get their first boost. While 1st level spells start to fall off a little at level 5, 2nd level spells are still go-to options. Additionally, spells that deal damage over time can be abused by this, such as flaming sphere or moonbeam, since they'd add the damage every round. I think a more detailed option is necessary instead. Lv 5: spells cast at level 1 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 1 additional die during the duration of the spell. Lv 7: spells cast at level 2 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 1 additional die during the duration of the spell. Lv 9: spells cast at level 1 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 2 additional die during the duration of the spell. Lv 11: spells cast at level 2 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 2 additional die during the duration of the spell. Lv 13: spells cast at level 1 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 3 additional die during the duration of the spell. Lv 15: spells cast at level 2 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 3 additional die during the duration of the spell. Lv 17: spells cast at level 1 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 4 additional die during the duration of the spell. Lv 19: spells cast at level 2 that rolls dice for damage or to compare against HP (such as Color Spray and Sleep) may roll 4 additional die during the duration of the spell. [/QUOTE]
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