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Does the 3rd Tier of Play at Level 11 Make Sense?
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<blockquote data-quote="tetrasodium" data-source="post: 8943733" data-attributes="member: 93670"><p>Upcasting over choosing a higher level spell id almost always a poor return of effect per level</p><p> It works out that way because the gain per slot for most spells is the same or very close to the gains that the spell had for free with caster level improvement rather than the gains being rebalanced. </p><p>That scenario would have nusged 5e to have spells with upcsst rebalanced for impacting 5e mechanics* with new returns that account for the cost of using higher level slots. The only reason old spells had that "oo its good now" was because caster level improved the low level slot spell while higher level slots took on the burden of holding bread & butter spell needs previously limited to low level slots (ie 2nd llevel scorching ray to third level fireball to 4th evel whatever. It was almost universally the nondamage spells that grew to be awesome with caster level gains & continuing to use the same low level slot was a big part of why since it kept those spells from being kinda useless. </p><p></p><p>*like concentration or excessive number of no cost saves</p><p></p><p>Edit:Holy heck autocorrect needs cleaning out.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8943733, member: 93670"] Upcasting over choosing a higher level spell id almost always a poor return of effect per level It works out that way because the gain per slot for most spells is the same or very close to the gains that the spell had for free with caster level improvement rather than the gains being rebalanced. That scenario would have nusged 5e to have spells with upcsst rebalanced for impacting 5e mechanics* with new returns that account for the cost of using higher level slots. The only reason old spells had that "oo its good now" was because caster level improved the low level slot spell while higher level slots took on the burden of holding bread & butter spell needs previously limited to low level slots (ie 2nd llevel scorching ray to third level fireball to 4th evel whatever. It was almost universally the nondamage spells that grew to be awesome with caster level gains & continuing to use the same low level slot was a big part of why since it kept those spells from being kinda useless. *like concentration or excessive number of no cost saves Edit:Holy heck autocorrect needs cleaning out. [/QUOTE]
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Does the 3rd Tier of Play at Level 11 Make Sense?
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